Download or read book The OGRE Code written by John A. Korver and published by . This book was released on 1970 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Hydrologic Data Reduction Techniques and Unit Conversions for Use in the Ogre T Wave Flip and Rave Fluid Flow Codes written by John A. Korver and published by . This book was released on 1970 with total page 14 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Game Engine Design and Implementation written by Alan Thorn and published by Jones & Bartlett Publishers. This book was released on 2011-08-24 with total page 615 pages. Available in PDF, EPUB and Kindle. Book excerpt: Part of the new Foundations of Game Development Series! Almost every video game on the market today is powered by a game engine. But, what is a game engine? What does it do? How are they useful to both developers and the game? And how are they made? These, and other important engine related questions, are explored and discussed in this book. In clear and concise language, this book examines through examples and exercises both the design and implementation of a video game engine. Specifically, it focuses on the core components of a game engine, audio and sound systems, file and resource management, graphics and optimization techniques, scripting and physics, and much more. Suitable for students, hobbyists, and independent developers, this no-nonsense book helps fine-tune an understanding of solid engine design and implementation for creating games that sell.
Download or read book The Ogre s Pact written by Troy Denning and published by Wizards of the Coast. This book was released on 2011-10-18 with total page 276 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first title in a classic trilogy about the giants of the Forgotten Realms world. The Ogre’s Pact is the first novel in a trilogy that deals with the giants of the Forgotten Realms setting. Giants are little written about, and this trilogy, written by New York Times best-selling author Troy Denning ten years ago, was the first to detail them. This reissue features new cover art. AUTHOR BIO: TROY DENNING is the New York Times best-selling author of Waterdeep. He has written numerous other novels set in the Forgotten Realms world as well as the Prism Pentad, set in the Dark Sun® world of Athas. He is the author of Star by Star, Tatoonine Ghost, and Recovery, all set in the Star Wars universe.
Download or read book Game Engine Architecture written by Jason Gregory and published by CRC Press. This book was released on 2017-03-27 with total page 1018 pages. Available in PDF, EPUB and Kindle. Book excerpt: Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.
Download or read book Neverseen written by Shannon Messenger and published by Simon and Schuster. This book was released on 2015-11-03 with total page 688 pages. Available in PDF, EPUB and Kindle. Book excerpt: Sophie battles the rebels -- and recovers dark memories from her past -- in this jaw-dropping fourth book in the bestselling Keeper of the Lost Cities series.
Download or read book Pro OGRE 3D Programming written by Gregory Junker and published by Apress. This book was released on 2007-02-01 with total page 313 pages. Available in PDF, EPUB and Kindle. Book excerpt: Pro OGRE 3D Programming offers a detailed guide to the cross-platform Object-Oriented Graphics Rendering Engine (OGRE) 3D engine. OGRE provides an object-oriented interface to render 3D scenes. Commonly used in game creation, it can be utilized to create a variety of 3D based applications, including architectural visualization and simulations. The authors begin with obtaining the source code, move on to using the rendering library, and conclude with the polishing of the final application. Beginning-level knowledge of game design practices, intermediate-level knowledge of the C++ language, and a familiarity with open-source project-management tools such as CVS and Subversion are all recommended.
Download or read book Intelligent Interactive Multimedia Systems and Services written by George A. Tsihrintzis and published by Springer Science & Business Media. This book was released on 2011-06-19 with total page 362 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume contains the Proceedings of the 4th International Conference on Intelligent Interactive Multimedia Systems and Services (IIMSS-2011). IIMSS-2011 comes as a sequel to IIMSS-2008 (Piraeus-Athens, Greece, July 9, 10 and 11, 2008), IIMSS-2009 (Mogliano Veneto (near Venice), Italy, July 15, 16 and 17, 2009) and IIMSS-2010 (Baltimore, USA, July 28, 29, and 30, 2010). This fourth edition of the IIMSS Conference was organized jointly by the Department of Informatics of the University of Piraeus, Greece and the School of Electrical and Information Engineering of the University of South Australia, in conjunction with KES International. At a time when computers are more widespread than ever and computer users range from highly qualified scientists to non-computer-expert professionals and may include people with special needs, interactivity, personalization and adaptivity have become a necessity in modern multimedia systems. Modern intelligent multimedia systems need to be interactive not only through classical modes of interaction where the user inputs information through a keyboard or mouse. They must also support other modes of interaction, such as visual or lingual computer-user interfaces, which render them more attractive, user friendlier, more human-like and more informative. IIMSS is a new series of international scientific conferences aimed at presenting novel research in the fields of intelligent multimedia systems relevant to the development of a new generation of interactive, user-centric services.
Download or read book Game Engine Architecture Third Edition written by Jason Gregory and published by CRC Press. This book was released on 2018-07-20 with total page 1123 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.
Download or read book Hydroinformatics written by Praveen Kumar and published by CRC Press. This book was released on 2005-11-02 with total page 553 pages. Available in PDF, EPUB and Kindle. Book excerpt: Modern hydrology is more interdisciplinary than ever. Staggering amounts and varieties of information pour in from GIS and remote sensing systems every day, and this information must be collected, interpreted, and shared efficiently. Hydroinformatics: Data Integrative Approaches in Computation, Analysis, and Modeling introduces the tools, approache
Download or read book Mathematics Division Annual Progress Report for Period Ending written by Oak Ridge National Laboratory. Mathematics Division and published by . This book was released on 1964-12 with total page 96 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Cross Platform Game Development written by Alan Thorn and published by Jones & Bartlett Learning. This book was released on 2008-06-05 with total page 441 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the increasing popularity of games that run on all PC platforms—whether Windows, Mac, or Linux—the search is on for game developers who can create cross-platform games. Cross-Platform Game Development explains to both beginners and experts how to use cross-platform tools, provides tutorials on setting up and compiling key gaming libraries, and examines the necessary code and conceptual frameworks to get started on the path to making cross-platform games. With this book discover how to create cross-platform games in C++ using the cross-platform editor Code::Blocks; explore how to make games quickly with a combination of cross-platform and open-source gaming libraries; understand the fundamentals of game programming, including hierarchial scene management, collision detection, and depth sorting; learn how to make both 2D and 3D real-time cross-platform games, complete with sound, graphics, and more.
Download or read book Processing written by Ira Greenberg and published by Apress. This book was released on 2007-12-31 with total page 738 pages. Available in PDF, EPUB and Kindle. Book excerpt: First Processing book on the market Processing is a nascent technology rapidly increasing in popularity Links with the creators of Processing will help sell the book
Download or read book Lord Soth written by Edo Van Belkom and published by Wizards of the Coast. This book was released on 2012-06-19 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Warriors series details the exploits of the heroes and villains of the War of the Lance.
Download or read book Activities of Ku Klux Klan Organizations in the United States written by United States. Congress. House. Committee on Un-American Activities and published by . This book was released on 1966 with total page 1826 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book The Warrior From Aukazland written by César Costa and published by Babelcube Inc.. This book was released on 2019-12-03 with total page 282 pages. Available in PDF, EPUB and Kindle. Book excerpt: A young warrior by the name of Pistorius finds himself forced to fight in order to escape from the most adverse situations. After losing his family, he finds himself alone in the world and decides to go on a journey into unknown lands in search of his last living kin. Making use of his strange powers, the young man is able to overcome obstacles and show his valor in combat, thus creating a legion of admirers wherever he goes. Under the guidance of the mage Kitle, Pistorius sets forth on a quest for a crystal that will be crucial to avoid the outbreak of a war. When all the pieces seem to be falling into place, beware, for a new finding will be revealed, which will lead our hero to know the truth about himself, his family and the world's destiny.
Download or read book ODROID Magazine written by and published by Hardkernel, Ltd. This book was released on 2016-05-01 with total page 41 pages. Available in PDF, EPUB and Kindle. Book excerpt: Table of Contents 6 Turning Your ODROID Into a Tor Relay: Protecting Freedom One ODROID at a Time 9 ODROID Production: A Retrospective From Hardkernel's Early Years 10 CherryMusic: Your Own Private Music Stream 12 Wireless Injection: A Hands-On Approach to Learning 802.11 19 Augmented Reality: Using the OCam and ODROID-XU4 22 Linux Gaming: Atari Jaguar on ODROID-XU3/XU4 28 Android Development: Android Support Library 31 Battle for the Solar System: Pandoran War - A Fun 2D Mission-Based Space Shooter 32 Baby NAP (Night Activity Program): Part 1 - Hardware Configuration 36 Make Your Own Smart Car With the ODROID-XU4: Bring New Functionality To Your Vehicle 40 Meet an ODROIDian: Miltiadis Melissas