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Book Arcade Game Typography

    Book Details:
  • Author : Toshi Omigari
  • Publisher : National Geographic Books
  • Release : 2019-11-05
  • ISBN : 0500021740
  • Pages : 0 pages

Download or read book Arcade Game Typography written by Toshi Omigari and published by National Geographic Books. This book was released on 2019-11-05 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The definitive survey of ’70s, ’80s, and early ’90s arcade video game pixel typography. Arcade Game Typography presents readers with a fascinating new world of typography: the pixel typeface. Video game designers of the ’70s, ’80s, and ’90s faced color and resolution limitations that stimulated incredible creativity. With each letter having to exist in a small pixel grid, artists began to use clever techniques to create elegant character sets within a tiny canvas. This book presents typefaces on a dynamic and decorative grid, taking reference from high-end type specimens while adding a suitably playful twist. Arcade Game Typography recreates that visual aesthetic, fizzing with life and color. Featuring pixel typefaces carefully selected from the first decades of arcade video games, Arcade Game Typography presents a completist survey of a previously undocumented outsider typography movement, accompanied by insightful commentary from author Toshi Omagari, a Monotype typeface designer himself. Gathering an eclectic range of typography, from hit games such as Super Sprint, Marble Madness, and Space Harrier to countless lesser-known gems, Arcade Game Typography is a vivid nostalgia trip for gamers, designers, and illustrators alike.

Book The SNES Pixel Book

    Book Details:
  • Author : Bitmap Books
  • Publisher :
  • Release : 2019-12-02
  • ISBN : 9781999353346
  • Pages : 272 pages

Download or read book The SNES Pixel Book written by Bitmap Books and published by . This book was released on 2019-12-02 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Pixel Gamer

    Book Details:
  • Author : Dmitrii Vlasov
  • Publisher : Design Originals
  • Release : 2015-09
  • ISBN : 9781497200425
  • Pages : 0 pages

Download or read book Pixel Gamer written by Dmitrii Vlasov and published by Design Originals. This book was released on 2015-09 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This on-the-go pixel art coloring book is perfectly portable, with dozens of 8-bit arcade video game illustrations for retro coloring fun.

Book FF DOT  The Pixel Art of Final Fantasy

Download or read book FF DOT The Pixel Art of Final Fantasy written by Square Enix and published by Dark Horse Comics. This book was released on 2022-08-16 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: A hardcover volume that showcases the intriguing evolution of pixel art from the Final Fantasy series! Containing detailed sprite sheets that showcase the pixel composition of Final Fantasy's beloved characters, maps of Final Fantasy's most popular highlighting tools used by the developers, and a special interview with Kazuko Shibuya, the character pixel artist for the Final Fantasy series, FF Dot is a one of a kind product that immerses readers into an iconic aspect of the Final Fantasy experience. Dark Horse Books is proud to collaborate with Square Enix to bring fans FF Dot: The Pixel Art of Final Fantasy, translated into English for the first time. This localization of the original Japanese publication holds nearly 300 pages of colorful pixel art, and is an invaluable addition to any Final Fantasy fan's collection.

Book Pixel Art for Game Developers

Download or read book Pixel Art for Game Developers written by Daniel Silber and published by CRC Press. This book was released on 2015-07-28 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: Is the art for your video game taking too long to create? Learning to create Pixel Art may be the answer to your development troubles. Uncover the secrets to creating stunning graphics with Pixel Art for Game Developers. The premier how-to book on Pixel Art and Pixel Art software, it focuses on the universal principles of the craft.The book provide

Book Blood  Sweat  and Pixels

Download or read book Blood Sweat and Pixels written by Jason Schreier and published by HarperCollins. This book was released on 2017-09-05 with total page 312 pages. Available in PDF, EPUB and Kindle. Book excerpt: NATIONAL BESTSELLER “The stories in this book make for a fascinating and remarkably complete pantheon of just about every common despair and every joy related to game development.” — Rami Ismail, cofounder of Vlambeer and developer of Nuclear Throne Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous. Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.

Book Game Anim

    Book Details:
  • Author : Jonathan Cooper
  • Publisher : CRC Press
  • Release : 2021-04-19
  • ISBN : 1000357805
  • Pages : 307 pages

Download or read book Game Anim written by Jonathan Cooper and published by CRC Press. This book was released on 2021-04-19 with total page 307 pages. Available in PDF, EPUB and Kindle. Book excerpt: The second edition of Game Anim expands upon the first edition with an all-new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Combined with everything in the first edition, this updated edition provides the reader with an even more comprehensive understanding of all areas of video game animation – from small indie projects to the latest AAA blockbusters. Key Features • New 2nd Edition Content: An all-new chapter on 2D and Pixel Art Animation, Motion Matching, and more • 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. • The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. • Full Production Cycle: Walks through every stage of a game production from the animator’s perspective. • Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. • Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book About The Author Jonathan Cooper is an award-winning video game animator who has brought virtual characters to life professionally since 2000, leading teams on large projects such as the Assassin’s Creed and Mass Effect series, with a focus on memorable stories and characters and cutting-edge video game animation. He has since focused on interactive cinematics in the latest chapters of the DICE and Annie award-winning series Uncharted and The Last of Us. Jonathan has presented at the Game Developers Conference (GDC) in San Francisco and at other conferences across Canada and the United Kingdom. He holds a Bachelor of Design honors degree in animation.

Book Fandom

    Book Details:
  • Author : Francesca DiPiazza
  • Publisher : Twenty-First Century Books (Tm)
  • Release : 2018
  • ISBN : 1512450499
  • Pages : 124 pages

Download or read book Fandom written by Francesca DiPiazza and published by Twenty-First Century Books (Tm). This book was released on 2018 with total page 124 pages. Available in PDF, EPUB and Kindle. Book excerpt: Have you ever created art based on a TV show or game? Dressed up as your favorite character? If so, you've entered fandom. Tour fandom's history and meet creators who shape fan communities online and in real life.

Book A Biography of the Pixel

Download or read book A Biography of the Pixel written by Alvy Ray Smith and published by MIT Press. This book was released on 2021-08-03 with total page 560 pages. Available in PDF, EPUB and Kindle. Book excerpt: The pixel as the organizing principle of all pictures, from cave paintings to Toy Story. The Great Digital Convergence of all media types into one universal digital medium occurred, with little fanfare, at the recent turn of the millennium. The bit became the universal medium, and the pixel--a particular packaging of bits--conquered the world. Henceforward, nearly every picture in the world would be composed of pixels--cell phone pictures, app interfaces, Mars Rover transmissions, book illustrations, videogames. In A Biography of the Pixel, Pixar cofounder Alvy Ray Smith argues that the pixel is the organizing principle of most modern media, and he presents a few simple but profound ideas that unify the dazzling varieties of digital image making. Smith's story of the pixel's development begins with Fourier waves, proceeds through Turing machines, and ends with the first digital movies from Pixar, DreamWorks, and Blue Sky. Today, almost all the pictures we encounter are digital--mediated by the pixel and irretrievably separated from their media; museums and kindergartens are two of the last outposts of the analog. Smith explains, engagingly and accessibly, how pictures composed of invisible stuff become visible--that is, how digital pixels convert to analog display elements. Taking the special case of digital movies to represent all of Digital Light (his term for pictures constructed of pixels), and drawing on his decades of work in the field, Smith approaches his subject from multiple angles--art, technology, entertainment, business, and history. A Biography of the Pixel is essential reading for anyone who has watched a video on a cell phone, played a videogame, or seen a movie. 400 pages of annotations, prepared by the author and available online, provide an invaluable resource for readers.

Book Handmade Pixels

Download or read book Handmade Pixels written by Jesper Juul and published by MIT Press. This book was released on 2019-10-08 with total page 328 pages. Available in PDF, EPUB and Kindle. Book excerpt: An investigation of independent video games—creative, personal, strange, and experimental—and their claims to handcrafted authenticity in a purely digital medium. Video games are often dismissed as mere entertainment products created by faceless corporations. The last twenty years, however, have seen the rise of independent, or “indie,” video games: a wave of small, cheaply developed, experimental, and personal video games that react against mainstream video game development and culture. In Handmade Pixels, Jesper Juul examine the paradoxical claims of developers, players, and festivals that portray independent games as unique and hand-crafted objects in a globally distributed digital medium. Juul explains that independent video games are presented not as mass market products, but as cultural works created by people, and are promoted as authentic alternatives to mainstream games. Writing as a game player, scholar, developer, and educator, Juul tells the story of how independent games—creative, personal, strange, and experimental—became a historical movement that borrowed the term “independent” from film and music while finding its own kind of independence. Juul describes how the visual style of independent games signals their authenticity—often by referring to older video games or analog visual styles. He shows how developers use strategies for creating games with financial, aesthetic, and cultural independence; discusses the aesthetic innovations of “walking simulator” games; and explains the controversies over what is and what isn't a game. Juul offers examples from independent games ranging from Dys4ia to Firewatch; the text is richly illustrated with many color images.

Book Game Poems

    Book Details:
  • Author : Jordan Magnuson
  • Publisher : Amherst College Press
  • Release : 2023-05-12
  • ISBN : 1943208530
  • Pages : 220 pages

Download or read book Game Poems written by Jordan Magnuson and published by Amherst College Press. This book was released on 2023-05-12 with total page 220 pages. Available in PDF, EPUB and Kindle. Book excerpt: Scholars, critics, and creators describe certain videogames as being “poetic,” yet what that means or why it matters is rarely discussed. In Game Poems: Videogame Design as Lyric Practice, independent game designer Jordan Magnuson explores the convergences between game making and lyric poetry and makes the surprising proposition that videogames can operate as a kind of poetry apart from any reliance on linguistic signs or symbols. This rigorous and accessible short book first examines characteristics of lyric poetry and explores how certain videogames can be appreciated more fully when read in light of the lyric tradition—that is, when read as “game poems.” Magnuson then lays groundwork for those wishing to make game poems in practice, providing practical tips and pointers along with tools and resources. Rather than propose a monolithic framework or draw a sharp line between videogame poems and poets and their nonpoetic counterparts, Game Poems brings to light new insights for videogames and for poetry by promoting creative dialogue between disparate fields. The result is a lively account of poetic game-making praxis. “Everyone who loves the true power of games will benefit from the treasure trove of insights in Game Poems.” — Jesse Schell, author of The Art of Game Design “Magnuson shines a sensitive and incisive light on small, often moving, videogames.” — D. Fox Harrell, Ph.D., Professor of Digital Media, Computing, and Artificial Intelligence, MIT “[Game Poems] tells a new story about games— that games can be lyrical, beautiful, emotionally challenging—to inspire creators and critics alike.” —Noah Wardrip-Fruin, author of How Pac-Man Eats “Even as the news swells with impending doom for creativity, writing, and text itself, this literate and crafty book pursues poetry not through implacable algorithms but in concrete and personal play. It should be an indispensable guide for anyone who aims to maintain the true, human promise of technical poetics.”—Stuart Moulthrop, coauthor of Twining: Critical and Creative Approaches to Hypertext Narratives “For far too long videogames have flourished – and commanded both capital and attention – in a kind of counterculture that they seem to have created as if ex nihilo for themselves and their players. But we are these players, and their culture has always been integrated with all of our own. In this evenhanded artist-scholar’s ars poetica Jordan Magnuson respects the material cultural specificity of videogames while regarding them through the ‘lens of poetry’ in order to discover – and help create – a practice and an art of Game Poems within the wider field. Magnuson formally, int(erv)entionally embraces this art as lyrically poetic.”—John Cayley, Brown University “In Game Poems, Magnuson listens carefully to videogames, and hears them speak to questions of art, language, and meaning that connect our written past to our software future. Read this book and you will hear it too.”—Frank Lantz, Director, NYU Game Center “Jordan Magnuson has created a work that ties together the worlds of poetry and videogames in a deep and enlightening way. For those of us who care about the potential of poetic games, Jordan greatly improves the language of how we talk about them and expands our ability to see what this unique form can become. This is one of my favorite books on game design and I apologize in advance to those whom I will end up cornering and not being able to stop talking to about it.”—Benjamin Ellinger, Game Design Program Director, DigiPen Institute of Technology “A groundbreaking and accessible book that helps us think about games as poems. With patient tenacity, Magnuson teases out what he felt for years as he engaged in his own practice of making videogames. His mission to help us apply a ‘lyric reading’ to games so that our engagement with, and appreciation of, games can be enhanced feels deeply personal. Drawing from a wide range of games and computational media scholars, poetry scholars, game creators, and poets, Magnuson provides a rigorous, balanced, and unique interdisciplinary contribution. A must-read for videogame scholars, practicing game makers, and anyone interested in the potential of ‘game poems.’”—Susana Ruiz, University of California, Santa Cruz “This book tenaciously wrenches videogame hermeneutics from the insatiable maws of rhetoric and narratology—to the cheers of poets everywhere. In elucidating the lyric characteristics of the "game poem," Magnuson demonstrates not just that poetry is a useful lens for understanding videogames, but also that videogames can be a useful lens for understanding poetry. A rewarding text for scholars, game designers, poets, and anyone in between.”—Allison Parrish, Interactive Telecommunications Program and Interactive Media Arts, NYU “A concise, passionate articulation - and defense! - of an artistic space between poems and videogames. If game scholars wish to prove that they are not engaged merely in an apologetics for violent pornography, they need only to teach this book.”—Chris Bateman, author of Imaginary Games and 21st Century Game Design “I feel I've found a kindred spirit in Jordan Magnuson and his practical recommendations for creating distilled, compelling, personal videogames – throw out the conventions of game design one at a time? Yes, please! The revelation for me in this book, however, is the heat and power of the language of poets and poetry brought close to videogame design. There's much in here worth pursuing to kindle the fires of new and exciting videogame poems, and Jordan is a capable and delightfully humble guide.”—Pippin Barr, author of How to Play a Video Game and The Stuff Games Are Made Of “With Game Poems, Jordan Magnuson lays to rest any last vestige of the notion that the implicit limits of games are as ‘entertainment products’. By taking games seriously as successors of the lyric poetry tradition, he opens up new avenues for how game designers can think about what they do, how critical game theorists can approach their many-faceted object of study, and how players can more fully engage with videogames.”—Soraya Murray, author of On Video Games “Game Poems shines an important light on a neglected area of videogame theory and provides unique guidance for those interested in exploring the poetic potential of videogames.”—Jenova Chen, designer of Flow, Flower, Journey, and Sky: Children of the Light “Popular frameworks for video game scholarship consistently fail to account for the most avant-garde and affective works of interactive art. With Game Poems, Jordan Magnuson provides not only a lens to understand these diverse and important titles but also a guide to constructing the next generation of personal and incisive games. With numerous examples from decades of experimental games, including Magnuson's own minimalist and insightful work, this book is an excellent introduction to the form for neophytes as well as finally providing words to describe a movement that many experienced game poets previously understood only intuitively.”—Gregory Avery-Weir, creator of The Majesty of Colors and Looming “Jordan Magnuson is one of a surprisingly small group of artists who see in the technology of videogames a versatile medium capable of expressing much more than conventional games.”—Michaël Samyn, co-founder, Tale of Tales; co-creator of Sunset, The Graveyard, and The Path “So much has been written about what games are, and yet there’s always a new way of thinking about them. In Jordan Magnuson’s Game Poems we discover that games are also a lyrical form of art; that games can be understood as poetry, and that the making games as poetry creates new modes of artistic expression. Jordan Magnuson’s book is a fascinating exploration of games as poetry, and the poetry of play.”—Miguel Sicart, author of Play Matters, Beyond Choices: The Design of Ethical Gameplay, and Playing Software “In Game Poems, I found a new perspective on the kind of videogames that are dearest to me: short, personal, poetic games. By looking at games through the lens of lyric poetry, Jordan Magnuson puts into focus the workings of that mysterious hodgepodge of audio, visuals, and interactivity: the language of videogames. Both experienced and novice game makers will find approachable, practical advice on the craft of videogames. And anyone who plays short games will find new ways of appreciating and talking about them. I know I will be returning to it for inspiration when making my own small games!”—Adam Le Doux, creator of Bitsy “As a creator and researcher, Jordan Magnuson has been able to demonstrate through the utmost visual simplicity, by enhancing basic geometric forms, the empathetic capacity of the videogame medium. Game Poems explores this idea and the reconfiguration of the videogame beyond its ludic component, highlighting the artistic and poetic potential of games.”—Antonio César Moreno Cantano, University Complutense of Madrid “Poems ask us to slow down, pay attention, and take the time to appreciate our experiences. Emerging from Magnuson's need to find ways to talk about his own creative practice, this book is all about discovering ways to do this with videogames. Magnuson explores what it means to view videogames as poetry, and provides insight, as a practitioner, on how to make game poems that enable and encourage this type of reflection. Drawing on a wide range of sources, from literature and philosophy to game studies and game design, this book covers a lot of material, but always remains grounded in concrete examples and solid theory. The book ends with a call to “go make some game poems!” After reading the book, I was keen to do exactly that. I urge you to do the same!”—Alex Mitchell, National University of Singapore “To many, poetry is a dying – or dead – art form. Few people sit down at night to open their favorite poet’s chapbook with the latest streaming service at hand or their favorite videogame console sitting nearby. Spectacle seems to be the cultural norm, and this can be no more evident than in videogames: when the latest and greatest offers 60+ hours of spine-tingling excitement, why would someone want to launch a smaller-form game about expressions such as love, death, loneliness, or even God? But, as Jordan Magnuson, in his new book Games Poems, shows, poems have always been an integral piece of forming human culture. Poems have the ability to get right to the heart of the matter and, in fact, pierce the heart of the reader. Poems can be a form of cultural resistance, and even launch revolutions. Magnuson’s book highlights what it means to use the medium of game design as poetry. Magnuson presents several examples of the intricacies of poetry in general, as well as work that fuses the ideals of poetry with game design. Magnuson succinctly examines how the imagination, rhythm, intensity, style – and brevity – of poetry can enlighten the game design process in order to form possibility spaces within videogames that are pointed and powerful.”—Tim Samoff, Games and Interactive Media Program Director, Azusa Pacific University

Book PIXEL ART   NFTs

    Book Details:
  • Author : Saitam
  • Publisher : PixaPics
  • Release : 2023-02-14
  • ISBN :
  • Pages : 106 pages

Download or read book PIXEL ART NFTs written by Saitam and published by PixaPics. This book was released on 2023-02-14 with total page 106 pages. Available in PDF, EPUB and Kindle. Book excerpt: "PIXEL ART & NFTs: Unlocking their Power and Potential..." is the ultimate guide to unlocking your full potential in the world of pixel art and NFTs. This comprehensive guide will take you on a journey through the intricacies of pixel art and NFTs, providing you with the tools and techniques you need to turn your passion into a powerful force. With this guide, you'll learn the secrets of creating stunning pixel art, from the basics of color theory and composition to advanced techniques for creating complex designs. You'll also learn about the exciting world of NFTs and how you can use them to showcase your work and build a following. Whether you're a beginner or an experienced artist, this guide will help you unlock your full potential and bring your vision to life. In addition to the in-depth tutorials and step-by-step guides, it also features insights from experts in the field, providing you with a comprehensive understanding of the world of pixel art and NFTs. You'll learn about the latest trends and technologies, as well as best practices for creating, selling, and promoting your work. This guide is more than just a collection of tips and tricks – it's a road-map for success in the world of pixel art and NFTs. So what are you waiting for? Harness the force of pixel art NFTs and unleash your potential today! In this “ultimate handbook,” you'll also discover the unique potential of NFTs as a tool for digital ownership and monetization. With its cutting-edge technology and decentralized infrastructure, the world of NFTs is changing the game for artists, collectors, and investors alike. By creating your own NFTs and selling them on the blockchain, you can secure the ownership of your work and reach a wider audience than ever before. Furthermore, this guide also delves into the business side of pixel art and NFTs, providing you with the knowledge and resources you need to turn your passion into a profitable venture. From understanding the legal and financial aspects of NFT sales to developing your own marketing strategy, this guide covers it all. Whether you're looking to monetize your artwork, build a following, or just get your work out there, it will provide you with the guidance and inspiration you need to succeed.

Book The Game Console 2 0

Download or read book The Game Console 2 0 written by Evan Amos and published by No Starch Press. This book was released on 2021-09-08 with total page 314 pages. Available in PDF, EPUB and Kindle. Book excerpt: This revised and expanded second edition of the bestselling The Game Console contains brand new content, with coverage of 50 more consoles, variants, and accessories in 50 added pages. The Game Console 2.0 is a gorgeous coffee table book for geeks and gamers that brings together highly detailed photos of more than 100 video game consoles and their electronic interiors spanning nearly five decades. Revised and updated since the first edition’s celebrated 2018 release, The Game Console 2.0 is an even bigger archival collection of vividly detailed photos of more than 100 video-game consoles. This ultimate archive of gaming history spans five decades and nine distinct generations, chronologically covering everything from market leaders to outright failures, and tracing the gaming industry’s rise, fall, and monumental resurgence. The book’s 2nd edition features more classic game consoles and computers, a section on retro gaming in the modern era, and dozens of new entries — including super-rare finds, such the Unisonic Champion 2711, and the latest ninth-generation consoles. You’ll find coverage of legendary systems like the Magnavox Odyssey, Atari 2600, NES, and the Commodore 64; systems from the ‘90s and 2000s; modern consoles like the Nintendo Switch, Xbox Series X|S, and PlayStation 5; and consoles you never knew existed. Get a unique peek at the hardware powering the world’s most iconic video-game systems with The Game Console 2.0 — the perfect gift for geeks of all stripes and every gamer’s must-have coffee-table book.

Book Chaos and Fractals

    Book Details:
  • Author : Heinz-Otto Peitgen
  • Publisher : Springer Science & Business Media
  • Release : 2004-02-03
  • ISBN : 0387202293
  • Pages : 894 pages

Download or read book Chaos and Fractals written by Heinz-Otto Peitgen and published by Springer Science & Business Media. This book was released on 2004-02-03 with total page 894 pages. Available in PDF, EPUB and Kindle. Book excerpt: The fourteen chapters of this book cover the central ideas and concepts of chaos and fractals as well as many related topics including: the Mandelbrot set, Julia sets, cellular automata, L-systems, percolation and strange attractors. This new edition has been thoroughly revised throughout. The appendices of the original edition were taken out since more recent publications cover this material in more depth. Instead of the focussed computer programs in BASIC, the authors provide 10 interactive JAVA-applets for this second edition.

Book Introduction to 3D Game Programming with DirectX 9 0c  A Shader Approach

Download or read book Introduction to 3D Game Programming with DirectX 9 0c A Shader Approach written by Frank Luna and published by Wordware Publishing, Inc.. This book was released on 2006-06-07 with total page 655 pages. Available in PDF, EPUB and Kindle. Book excerpt: Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach presents an introduction to programming interactive computer graphics, with an emphasis on game development, using real-time shaders with DirectX 9.0. The book is divided into three parts that explain basic mathematical and 3D concepts, show how to describe 3D worlds and implement fundamental 3D rendering techniques, and demonstrate the application of Direct3D to create a variety of special effects. With this book understand basic mathematical tools used in video game creation such as vectors, matrices, and transformations; discover how to describe and draw interactive 3D scenes using Direct3D and the D3DX library; learn how to implement lighting, texture mapping, alpha blending, and stenciling using shaders and the high-level shading language (HLSL); explore a variety of techniques for creating special effects, including vertex blending, character animation, terrain rendering, multi-texturing, particle systems, reflections, shadows, and normal mapping;f ind out how to work with meshes, load and render .X files, program terrain/camera collision detection, and implement 3D object picking; review key ideas, gain programming experience, and explore new topics with the end-of-chapter exercises.

Book Game Development Patterns and Best Practices

Download or read book Game Development Patterns and Best Practices written by John P. Doran and published by Packt Publishing Ltd. This book was released on 2017-04-27 with total page 383 pages. Available in PDF, EPUB and Kindle. Book excerpt: Utilize proven solutions to solve common problems in game development About This Book Untangle your game development workflow, make cleaner code, and create structurally solid games Implement key programming patterns that will enable you to make efficient AI and remove duplication Optimize your game using memory management techniques Who This Book Is For If you are a game developer who wants to solve commonly-encountered issues or have some way to communicate to other developers in a standardized format, then this book is for you. Knowledge of basic game programming principles and C++ programming is assumed. What You Will Learn Learn what design patterns are and why you would want to use them Reduce the maintenance burden with well-tested, cleaner code Employ the singleton pattern effectively to reduce your compiler workload Use the factory pattern to help you create different objects with the same creation logic and reduce coding time Improve game performance with Object Pools Allow game play to interact with physics or graphics in an abstract way Refractor your code to remove common code smells In Detail You've learned how to program, and you've probably created some simple games at some point, but now you want to build larger projects and find out how to resolve your problems. So instead of a coder, you might now want to think like a game developer or software engineer. To organize your code well, you need certain tools to do so, and that's what this book is all about. You will learn techniques to code quickly and correctly, while ensuring your code is modular and easily understandable. To begin, we will start with the core game programming patterns, but not the usual way. We will take the use case strategy with this book. We will take an AAA standard game and show you the hurdles at multiple stages of development. Similarly, various use cases are used to showcase other patterns such as the adapter pattern, prototype pattern, flyweight pattern, and observer pattern. Lastly, we'll go over some tips and tricks on how to refactor your code to remove common code smells and make it easier for others to work with you. By the end of the book you will be proficient in using the most popular and frequently used patterns with the best practices. Style and approach This book takes a step-by-step real-life case studies approach. Every pattern is first explained using a bottleneck. We will show you a problem in your everyday workflow, and then introduce you to the pattern, and show you how the pattern will resolve the situation.

Book Microsoft XNA Game Studio 3 0 Unleashed

Download or read book Microsoft XNA Game Studio 3 0 Unleashed written by Chad Carter and published by Pearson Education. This book was released on 2009-02-25 with total page 903 pages. Available in PDF, EPUB and Kindle. Book excerpt: Using XNA Game Studio 3.0, any programmer can master the art of game development and begin selling games to millions of Xbox 360 users worldwide. Now, there’s a practical, comprehensive guide to game development with Microsoft’s powerful new XNA Game Studio 3.0 and the entire XNA Framework. In Microsoft® XNA® Game Studio 3.0 Unleashed, XNA expert Chad Carter covers the entire XNA platform, presents extensive sample code, and explains that code line by line. Carter walks you through the entire process of game development, including installing XNA, creating objects, handling input, managing and extending the content pipeline, optimizing game performance, and creating both 3D and 2D games. Carter presents sophisticated coverage of using XNA’s high level shader language; creating physical effects; and endowing characters with realistic artificial intelligence. A case study section walks through the entire process of planning and coding a game, improving it, and putting on the finishing touches that make it marketable. This edition contains nine new chapters, including all-new sections on creating networked games, programming games for the Zune handheld, and preparing and submitting games to Xbox LIVE, where accepted titles will reach gamers worldwide. Plan your games to deliver solid performance on the platforms you’ve targeted Understand essential XNA Framework concepts, including object creation, cameras, input handling, libraries, game services, and managing and extending the content pipeline Create a 2D game that will run across 3 platforms (Windows, Xbox 360, and Zune) with a single code base Create a Visualizer media player for the Microsoft Zune Use the High Level Shader Language (HLSL) to communicate directly with graphics hardware Bring realistic physics to your game action and realistic artificial intelligence to your characters Create sophisticated 3D effects that use advanced texturing and a particle system Build networked games, including multiplayer demos, turn-based games, and real-time network games Create 4 full games–2D parallax side scroller, 3D shooter, multiplayer turn-based 2D card game, and a multiplayer real-time 3D game Discover best practices for creating Xbox LIVE Community Games Sell your finished game on Xbox LIVE Marketplace CD-ROM includes: All C# examples and source code presented in this book.