Download or read book Command and Conquer written by Stephen Stratton and published by . This book was released on 2007 with total page 228 pages. Available in PDF, EPUB and Kindle. Book excerpt: Detailed Unit Stats - An in depth look at all the units in the game with behind the scene stats will give you the edge you need for victory. Complete Campaign Walkthrough - Don't get stuck on any one scenario or mission. The Prima walkthrough will provide all the strategies and tips you need to keep the story rolling. Muliplayer Maps & Strategy - Full color detailed maps of every multiplayer battleground gives you the birds eye view of the strategic points of control. Tips and strategies from the experts will provide the edge you need to succeed against other players from around the world.
Download or read book Command and Conquer Yuri s Revenge written by Steve Honeywell and published by Prima Games. This book was released on 2001 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Past Isn't What It Used to Be. - The art of base building exposed - Complete breakdown on all new units and structures - Crucial hints on building a solid economy - Complete Allied and Soviet mission walkthroughs - Tips for Multiplayer domination as the Allies, Soviets, or Yuri - Hints from the game designers
Download or read book Voxel written by Fouad Sabry and published by One Billion Knowledgeable. This book was released on 2024-05-13 with total page 139 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is Voxel In 3D computer graphics, a voxel represents a value on a regular grid in three-dimensional space. As with pixels in a 2D bitmap, voxels themselves do not typically have their position explicitly encoded with their values. Instead, rendering systems infer the position of a voxel based upon its position relative to other voxels. How you will benefit (I) Insights, and validations about the following topics: Chapter 1: Voxel Chapter 2: Texture mapping Chapter 3: Ray casting Chapter 4: Scientific visualization Chapter 5: Volume rendering Chapter 6: First-person shooter engine Chapter 7: Volumetric display Chapter 8: CryEngine Chapter 9: Software rendering Chapter 10: Per-pixel lighting (II) Answering the public top questions about voxel. (III) Real world examples for the usage of voxel in many fields. Who this book is for Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of Voxel.
Download or read book Volume Rendering written by Fouad Sabry and published by One Billion Knowledgeable. This book was released on 2024-05-14 with total page 131 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is Volume Rendering In scientific visualization and computer graphics, volume rendering is a set of techniques used to display a 2D projection of a 3D discretely sampled data set, typically a 3D scalar field. How you will benefit (I) Insights, and validations about the following topics: Chapter 1: Volume rendering Chapter 2: Rendering (computer graphics) Chapter 3: Texture mapping Chapter 4: Voxel Chapter 5: Tomography Chapter 6: Ray casting Chapter 7: Scientific visualization Chapter 8: Reyes rendering Chapter 9: Clipping (computer graphics) Chapter 10: Volume ray casting (II) Answering the public top questions about volume rendering. (III) Real world examples for the usage of volume rendering in many fields. Who this book is for Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of Volume Rendering.
Download or read book Heightmap written by Fouad Sabry and published by One Billion Knowledgeable. This book was released on 2024-05-05 with total page 100 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is Heightmap In computer graphics, a heightmap or heightfield is a raster image used mainly as Discrete Global Grid in secondary elevation modeling. Each pixel stores values, such as surface elevation data, for display in 3D computer graphics. A heightmap can be used in bump mapping to calculate where this 3D data would create shadow in a material, in displacement mapping to displace the actual geometric position of points over the textured surface, or for terrain where the heightmap is converted into a 3D mesh. How you will benefit (I) Insights, and validations about the following topics: Chapter 1: Heightmap Chapter 2: Digital elevation model Chapter 3: Texture mapping Chapter 4: Point cloud Chapter 5: Bump mapping Chapter 6: Voxel Chapter 7: Normal mapping Chapter 8: Ray casting Chapter 9: Terragen Chapter 10: Displacement mapping (II) Answering the public top questions about heightmap. (III) Real world examples for the usage of heightmap in many fields. Who this book is for Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of Heightmap.
Download or read book Encyclopedia of Weird War Stories written by Paul Green and published by McFarland. This book was released on 2017-06-14 with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt: Fictional war narratives often employ haunted battlefields, super-soldiers, time travel, the undead and other imaginative elements of science fiction and fantasy. This encyclopedia catalogs appearances of the strange and the supernatural found in the war stories of film, television, novels, short stories, pulp fiction, comic books and video and role-playing games. Categories explore themes of mythology, science fiction, alternative history, superheroes and "Weird War."
Download or read book I don t know written by Gregor Weichbrodt and published by BoD – Books on Demand. This book was released on 2017-01-02 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: An algorithm combs through the universe of online encyclopedia Wikipedia and collects its entries. A text is generated in which a narrator denies knowing anything about any of these entries.
Download or read book Science Fiction Video Games written by Neal Roger Tringham and published by CRC Press. This book was released on 2014-09-10 with total page 540 pages. Available in PDF, EPUB and Kindle. Book excerpt: Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical a
Download or read book Volumetric Display written by Fouad Sabry and published by One Billion Knowledgeable. This book was released on 2022-02-21 with total page 670 pages. Available in PDF, EPUB and Kindle. Book excerpt: What Is Volumetric Display A volumetric display device is a graphic display device that forms a visual representation of an object in three physical dimensions, as opposed to the planar image of traditional screens that simulate depth through a number of different visual effects. One definition offered by pioneers in the field is that volumetric displays create 3D imagery via the emission, scattering, or relaying of illumination from well-defined regions in (x,y,z) space. How You Will Benefit (I) Insights, and validations about the following topics: Chapter 1: Volumetric display Chapter 2: Photolithography Chapter 3: Holography Chapter 4: Stereoscopy Chapter 5: Voxel Chapter 6: Tomography Chapter 7: Display device Chapter 8: Scientific visualization Chapter 9: Optical coherence tomography Chapter 10: Volume rendering Chapter 11: Light field Chapter 12: Stereo display Chapter 13: Autostereoscopy Chapter 14: HoloVID Chapter 15: Holographic display Chapter 16: Structured-light 3D scanner Chapter 17: Spinning mirror system Chapter 18: Multiscopy Chapter 19: Microscanner Chapter 20: MotionParallax3D Chapter 21: Scanning Fiber Endoscope (SFE) (II) Answering the public top questions about volumetric display. (III) Real world examples for the usage of volumetric display in many fields. (IV) 17 appendices to explain, briefly, 266 emerging technologies in each industry to have 360-degree full understanding of volumetric display' technologies. Who This Book Is For Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of volumetric display.
Download or read book Computer Games as a Sociocultural Phenomenon written by A. Jahn-Sudmann and published by Springer. This book was released on 2008-01-17 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: Internationally renowned media and literature scholars, social scientists, game designers and artists explore the cultural potential of computer games in this rich anthology, which introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture.
Download or read book Three Dimensional Computer Graphics written by Fouad Sabry and published by One Billion Knowledgeable. This book was released on 2024-05-04 with total page 161 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is Three Dimensional Computer Graphics 3D computer graphics, sometimes called CGI, 3-D-CGI or three-dimensional computer graphics, are graphics that use a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering digital images, usually 2D images but sometimes 3D images. The resulting images may be stored for viewing later or displayed in real time. How you will benefit (I) Insights, and validations about the following topics: Chapter 1: 3D computer graphics Chapter 2: Rendering (computer graphics) Chapter 3: Computer animation Chapter 4: Vector graphics Chapter 5: Voxel Chapter 6: Scientific visualization Chapter 7: Real-time computer graphics Chapter 8: Computer graphics (computer science) Chapter 9: 3D modeling Chapter 10: Computer-generated imagery (II) Answering the public top questions about three dimensional computer graphics. (III) Real world examples for the usage of three dimensional computer graphics in many fields. Who this book is for Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of Three Dimensional Computer Graphics.
Download or read book Building an RPG with Unreal written by Steve Santello and published by Packt Publishing Ltd. This book was released on 2016-01-28 with total page 358 pages. Available in PDF, EPUB and Kindle. Book excerpt: Get to grips with building the foundations of an RPG using Unreal Engine 4 About This Book Utilize a mixture of C++, Blueprints, and UMG to create a role playing game (RPG) efficiently Create reusable code chunks and elements that can easily be integrated into other games A cost effective, step-by-step guide to building and customizing an entire framework for your RPG Who This Book Is For If you are new to Unreal Engine and always wanted to script an RPG, you are this book's target reader. The lessons assume you understand the conventions of RPG games and have some awareness of the basics of using the Unreal editor to build level. What You Will Learn Program gameplay elements in C++ in Unreal Create custom game data for entities such as players and enemies Create a turn-based combat engine Design menu systems and blueprint logic Create an NPC and dialog system Integrate equipment and items Develop the foundations of a saving and loading system In Detail Now that Unreal Engine 4 has become one of the most cutting edge game engines in the world, developers are looking for the best ways of creating games of any genre in the engine. This book will lay out the foundation of creating a turn-based RPG in Unreal Engine 4. The book starts by walking you through creating a turn-based battle system that can hold commands for party members and enemies. You'll get your hands dirty by creating NPCs such as shop owners, and important mechanics, that make up every RPG such as a currency system, inventory, dialogue, and character statistics. Although this book specifically focuses on the creation of a turn-based RPG, there are a variety of topics that can be utilized when creating many other types of genres. By the end of the book, you will be able to build upon core RPG framework elements to create your own game experience. Style and approach You will follow a series of lessons detailing the elements that contribute to an RPG. By the end of the book, you will have considerably leveled up your ability to make your own game
Download or read book Software and CD ROM Reviews on File written by and published by . This book was released on 2002 with total page 420 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Game Design Foundations written by Roger E. Pedersen and published by Wordware Publishing, Inc.. This book was released on 2003 with total page 467 pages. Available in PDF, EPUB and Kindle. Book excerpt: Targeted for beginner to intermediate game designers, this handbook has step-by-step, easy-to-follow instructions on how to express concepts into a real game.
Download or read book Greatest Moments in Video Game History written by D.B. Weston and published by DB Weston. This book was released on with total page 136 pages. Available in PDF, EPUB and Kindle. Book excerpt: Greatest Moments in Video Game History is the most extensive book of video game facts available today. While books written in a similar vein provide readers with general facts, "Greatest Moments in Video Game History" brings to light the lesser known facts that will take you on an exciting trip through history starting in 1947 and running through 2012. Greatest Moments in Video Game History is not just a chronological list of events, it also features stories that you will not read anywhere else, noteworthy game releases, scandals, bans, publicity stunts gone wrong, Guinness gaming records, and a look at the best and worst game releases throughout the years.
Download or read book Maximum PC written by and published by . This book was released on 2001-12 with total page 110 pages. Available in PDF, EPUB and Kindle. Book excerpt: Maximum PC is the magazine that every computer fanatic, PC gamer or content creator must read. Each and every issue is packed with punishing product reviews, insightful and innovative how-to stories and the illuminating technical articles that enthusiasts crave.
Download or read book Android written by Fouad Sabry and published by One Billion Knowledgeable. This book was released on 2022-08-09 with total page 592 pages. Available in PDF, EPUB and Kindle. Book excerpt: What Is Android An android is a humanoid robot or other artificial entity that is often fabricated from a substance that mimics the appearance of flesh. In the past, androids were exclusively relegated to the realm of science fiction and were regularly featured in films and television shows. However, with to recent advancements in robot technology, it is now possible to construct humanoid robots that are both useful and lifelike. How You Will Benefit (I) Insights, and validations about the following topics: Chapter 1: Android (robot) Chapter 2: List of fictional robots and androids Chapter 3: Humanoid robot Chapter 4: Gynoid Chapter 5: Uncanny valley Chapter 6: David Hanson (robotics designer) Chapter 7: Actroid Chapter 8: Japanese robotics Chapter 9: Maschinenmensch Chapter 10: EveR Chapter 11: iCub Chapter 12: Outline of artificial intelligence Chapter 13: Index of robotics articles Chapter 14: List of fictional gynoids Chapter 15: Artificial intelligence in fiction Chapter 16: History of robots Chapter 17: Hiroshi Ishiguro Chapter 18: Robotics Chapter 19: Outline of robotics Chapter 20: Ex Machina (film) Chapter 21: Hanson Robotics (II) Answering the public top questions about android. (III) Real world examples for the usage of android in many fields. (IV) 17 appendices to explain, briefly, 266 emerging technologies in each industry to have 360-degree full understanding of android' technologies. Who This Book Is For Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of android.