A handbook for game development with coverage of both team management topics, such as task tracking and creating the technical design document, and outsourcing strategies for contents, such as motion capture and voice-over talent. It covers various aspects of game development.
Game Design Foundations, Second Edition covers how to design the game from the important opening sentence, the One Pager document, the Executive Summary and Game Proposal, the Character Document to the Game Design Document. The book describes game genres, where game ideas come from, game research, innovation in gaming, important gaming principles such as game mechanics, game balancing, AI, path finding and game tiers. The basics of programming, level designing, and film scriptwriting are explained by example. Each chapter has exercises to hone in on the newly learned designer skills that will display your work as a game designer and your knowledge in the game industry."
This book details how the unique Butterfly Grid can be implemented in existing and new game projects to minimise the complexity of network programming, allowing the game developer to concentrate on game design and programming. It also highlights the unique Butterfly grid technologies from the basics to more advanced features such as server-scripted game logic using Python and how player syncronisation works using the Dead Reckoning process. CD-ROM included.
The world around us is filled with subtle lighting effects, but until recently it was not possible to duplicate these real-world effects in computer games because of the limits of consumer graphics hardware. Advanced Lighting and Materials with Shaders explains the principles of lighting theory and discusses how to create realistic lighting that takes full advantage of the capabilities of modern hardware. Topics include the physics of light, raytracing and related techniques, objects and materials, lighting and reflectance models, implementing lights in shaders, spherical harmonic lighting, spherical harmonics in DirectX, and real-time radiosity.Upon reading this text, you will understand th...
In this update to his best-selling character modeling book, professional modeler and animator Paul Steed shares a number of tips, tricks, and techniques that have made him one of the industry’s most recognized 3D artists. Modeling a Character in 3ds max, Second Edition provides readers a professional-level skill set as it chronicles the creation of a single low-poly real-time character from concept to texture mapping, and gives insight into the process of creating a high-resolution character. Learn how to model with primitives; use extrusions and Booleans; mirror and reuse models; optimize the mesh; create and apply textures; loft shapes.
Making a Game Demo: From Concept to Demo Gold provides a detailed and comprehensive guide to getting started in the computer game industry. Written by professional game designers and developers, this book combines the fields of design, art, scripting, and programming in one book to help you take your first steps toward creating a game demo.Discover how the use of documentation can help you organize the game design process; understand how to model and animate a variety of objects, including human characters; explore the basics of scripting with Lua; learn about texturing, vertex lighting, light mapping, motion capture, and collision checking.The companion CD contains all the code and other files needed for the tutorials, the Ka3D game engine, the Zax demo, all the images in the book, demo software, and more!
Companion CD includes SQL Anywhere Studio 9 Developer Edition (for Windows), all the code from the examples and full BNF from the book in HTML format!SQL Anywhere Studio 9 Developer's Guide describes in detail how to administer and program SQL Anywhere, the leading relational database for mobile, distributed, and embedded applications. This book focuses on the various tasks performed during the life cycle of a typical database, such as creating tables and other schema objects, and inserting, selecting, updating, and deleting data. Additional topics include packaging SQL code into procedures, triggers, and events; distributing data across multiple databases using MobiLink; protecting the database from disaster; and tuning for performance.Learn how to create and normalize tables with various data types and constraints; insert and manage data; retrieve data with the SELECT statement; synchronize data with MobiLink; protect your data through the use of logging, backups, and validation; optimize your database using the SQL Anywhere performance tuning tools: request-level logging, Index Consultant, Execution Profiler, and Graphical Plan.