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stevengannjr Favorites
Topic: favorites
108
108
Jun 30, 2020
06/20
Jun 30, 2020
by
Ian Millington
movies
eye 108
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Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The...
Topics: programming, game programming, AI programming, AI, artificial intelligence
253
253
Jun 30, 2020
06/20
Jun 30, 2020
by
Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides
texts
eye 253
favorite 0
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Capturing a wealth of experience about the design of object-oriented software, four top-notch designers present a catalog of simple and succinct solutions to commonly occurring design problems. Previously undocumented, these 23 patterns allow designers to create more flexible, elegant, and ultimately reusable designs without having to rediscover the design solutions themselves. The authors begin by describing what patterns are and how they can help you design object-oriented software. They then...
Topics: programming, object-oriented design, gang of four
88
88
Jun 30, 2020
06/20
Jun 30, 2020
by
Allen Sherrod
texts
eye 88
favorite 0
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"Game Graphics Programming" examines the many different techniques and effects that are used to create cutting-edge graphics in today's video games and how to implement them. The book takes a detailed look at computer graphics, exploring both the theory and application of each algorithm and effect and how they are structured and executed to generate the rendered result. Detailed C++ source code and pseudocode are used as examples throughout the book to demonstrate the methods being...
Topics: game programming, graphics programming, programming, 3D graphics
45
45
Jun 30, 2020
06/20
Jun 30, 2020
by
Mario Ferrari, Giulio Ferrari, Kevin Clague, J. P. Brown, Ralph Hempel
texts
eye 45
favorite 1
comment 0
In LEGO Mindstorm Masterpieces, some of the world's leading LEGO Mindstorms inventors share their knowledge and development secrets. The unique style of this book will allow it to cover an incredibly broad range of topics in unparalleled detail. Chapters within the book will include detailed discussions of the mechanics that drive the robot - and also provide step-by-step construction diagrams for each of the robots. This is perfect book for LEGO hobbyists looking to take their skills to the...
Topics: lego, robotics, mindstorms
79
79
Jun 30, 2020
06/20
Jun 30, 2020
by
Edward Angel, Dave Shreiner
texts
eye 79
favorite 0
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This book is suitable for undergraduate students in computer science and engineering, for students in other disciplines who have good programming skills, and for professionals. Computer animation and graphics–once rare, complicated, and comparatively expensive–are now prevalent in everyday life from the computer screen to the movie screen. Interactive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL, 6e, is the only introduction to computer graphics text for undergraduates...
Topics: programming, graphics programming, game programming, 3D graphics
50
50
Jun 18, 2020
06/20
Jun 18, 2020
by
Austin Grossman
texts
eye 50
favorite 0
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The popular Postmortem column in Game Developer magazine features firsthand accounts of how some of the most important and successful games of recent years have been made. This book offers the opportunity to harvest this expertise with one volume. The editor has organized the articles by theme and added previously unpublished analysis to reveal successful management techniques. Readers learn how superstars of the game industry like Peter Molyneux and Warren Spector have dealt with the...
Topics: programming, game programming, system shock, age of empires, diablo, unreal, myst, tropico, deus...
5
5.0
Jun 16, 2020
06/20
Jun 16, 2020
by
Sean Barrett
software
eye 5
favorite 0
comment 1
Lost in the Static is a free exploration-oriented platform/jumping game for Windows XP and Vista on reasonably modern (fast) PCs. It is a simple little game that uses some surprising aspects of the human perceptual system to create a visible world out of animating static. Please note that this display is not suitable for everyone! Some people find they get headaches or nausea, or their eyes get "all woggly". If you do not find the experience pleasant, stop playing! Credits visuals...
favoritefavoritefavoritefavorite ( 1 reviews )
Topics: games, PC games
154
154
Jun 16, 2020
06/20
Jun 16, 2020
by
David Bourg, Bryan Bywalec
texts
eye 154
favorite 0
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If you want to enrich your game’s experience with physics-based realism, the expanded edition of this classic book details physics principles applicable to game development. You’ll learn about collisions, explosions, sound, projectiles, and other effects used in games on Wii, PlayStation, Xbox, smartphones, and tablets. You’ll also get a handle on how to take advantage of various sensors such as accelerometers and optical tracking devices. Authors David Bourg and Bryan Bywalec show you...
Topics: programming, game programming, physics, physics programming
155
155
Jun 16, 2020
06/20
Jun 16, 2020
by
Abraham Silberschatz
texts
eye 155
favorite 0
comment 1
Operating System Concepts , now in its ninth edition, continues to provide a solid theoretical foundation for understanding operating systems. The ninth edition has been thoroughly updated to include contemporary examples of how operating systems function. The text includes content to bridge the gap between concepts and actual implementations. End-of-chapter problems, exercises, review questions, and programming exercises help to further reinforce important concepts. A new Virtual...
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Topics: operating systems, textbook, programming, dinosaur book
1,454
1.5K
Jun 16, 2020
06/20
Jun 16, 2020
by
Paul Horowitz, Winfield Hill
texts
eye 1,454
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comment 2
At long last, here is the thoroughly revised and updated third edition of the hugely successful The Art of Electronics. It is widely accepted as the best single authoritative book on electronic circuit design. In addition to new or enhanced coverage of many topics, the third edition includes 90 oscilloscope screenshots illustrating the behavior of working circuits, dozens of graphs giving highly useful measured data of the sort that is often buried or omitted in datasheets but which you need...
favoritefavoritefavoritefavoritefavorite ( 2 reviews )
Topics: electronics, analog, digital, circuits
78
78
Jun 16, 2020
06/20
Jun 16, 2020
by
Jonathan Harbour
movies
eye 78
favorite 2
comment 0
Game Programming All in One, 3rd Edition provides a fun learning experience on how to program 2D-based games with C using the cross-platform, open-source Allegro game library. Artwork will be provided by real-world animators. Several high-quality sample games will be featured and developed. A focused and to-the-point book, it concentrates on the important tasks--building gameplay, not a graphics demo. It speaks to the aspiring game programmer who is looking to break into the game industry. By...
Topics: programming, game programming
97
97
Jun 16, 2020
06/20
Jun 16, 2020
by
Dave Shreiner
texts
eye 97
favorite 0
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Today’s OpenGL software interface enables programmers to produce extraordinarily high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and programmable shaders. OpenGL® Programming Guide: The Official Guide to Learning OpenGL®, Version 4.3, Eighth Edition, has been almost completely rewritten and provides definitive, comprehensive information on OpenGL and the OpenGL Shading Language. This edition of the best-selling “Red Book”...
Topics: opengl, programming, graphics, graphics programming, game programming, 3D
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15
Jun 16, 2020
06/20
Jun 16, 2020
by
Van Wolverton
texts
eye 15
favorite 0
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Addresses the changes faced by current generation DOS power users, such as Windows, Norton Utilities and a wide range of sophisticated hardware. It is aimed at the many thousands of intermediate to advanced DOS users who want optimal PC performance.
Topics: ms-dos, microsoft, programming, IBM PC
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43
Jun 16, 2020
06/20
Jun 16, 2020
by
Matt Pharr, Wenzel Jakob, and Greg Humphreys
texts
eye 43
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Physically Based Rendering: From Theory to Implementation, Third Edition , describes both the mathematical theory behind a modern photorealistic rendering system and its practical implementation. Through a method known as 'literate programming', the authors combine human-readable documentation and source code into a single reference that is specifically designed to aid comprehension. The result is a stunning achievement in graphics education. Through the ideas and software in this book, users...
Topics: graphics, programming, graphics programming, rendering, PBR, physically based rendering,...
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104
Jun 16, 2020
06/20
Jun 16, 2020
by
Alan Clements
texts
eye 104
favorite 1
comment 0
The Third Edition of MICROPROCESSOR SYSTEMS DESIGN covers the design of systems that use Motorola's 68000 family of microprocessors (including the latest generation of 68000 chips), and addresses both hardware and software considerations. Professor Clements' emphasis is practical, providing the necessary detail to enable students to design actual, working systems. The author covers hardware and programming comprehensively in an accessible writing style. A new chapter on the C programming...
Topics: microprocessor, Motorola, 68000, 68k, 68020
92
92
Jun 16, 2020
06/20
Jun 16, 2020
by
Jason Gregory
texts
eye 92
favorite 0
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A 2009 Game Developer Magazine Front Line Award Finalist, this book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great...
Topics: programming, game programming, game engine
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81
Jun 16, 2020
06/20
Jun 16, 2020
by
Fletcher Dunn
texts
eye 81
favorite 0
comment 0
This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and...
Topics: math, mathematics, programming, graphics, game programming, graphics programming
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54
Jun 16, 2020
06/20
Jun 16, 2020
by
Kenneth Finney
texts
eye 54
favorite 0
comment 0
3D GAME PROGRAMMING ALL IN ONE, THIRD EDITION is perfect for anyone interested in learning the skills and processes involved in making 3D games. This new edition of the bestselling book shows you how to design and create every aspect of a fully featured game using the Torque 3D game engine. Starting with an introduction to game programming, this comprehensive book provides an overview of the gaming industry, game engines, programming, 3D concepts, texturing and modeling, and even audio...
Topics: programming, game programming, graphics, graphics programming
98
98
Jun 10, 2020
06/20
Jun 10, 2020
by
Clay Laster
texts
eye 98
favorite 0
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Do you want to learn all about amateur radio? How to prepare for the FCC license examinations, all about radio communications and electronics principles, how personal computers can be used to enhance the learning, as well as the operation, of amateur radio communications, how to assemble and operate an amateur radio “ham” station? This is one of the most comprehensive books for the beginner in amateur radio. It combines theory and practice in a clear and easy to understand manner. The many...
Topics: radio, amateur radio, ham, ham radio
60
60
Jun 10, 2020
06/20
Jun 10, 2020
by
Ed Jorgensen
texts
eye 60
favorite 0
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Computers are everywhere in our daily lives. Between the desktop, laptop, phone, bank, and vehicle, it is difficult to completely get away from computers. It only makes sense to learn a little about how a computer really works. This text provides an introduction to programming and problem solving using the Fortran 95/2003/2008 programming language. This introduction is geared for non-computer science majors. The primary focus is on an introduction to problem solving and algorithm development....
Topics: programming, fortran
It was early 1993 and id Software was at the top of the PC gaming industry. Wolfenstein 3D had established the First Person Shooter genre and sales of its sequel Spear of Destiny were skyrocketing. The technology and tools id had taken years to develop were no match for their many competitors. It would have been easy for id to coast on their success, but instead they made the audacious decision to throw away everything they had built and start from scratch. Game Engine Black Book: Doom is the...
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Topics: programming, game programming, graphics, graphics programming, DOOM
How was Wolfenstein 3D made and what were the secrets of its speed? How did id Software manage to turn a machine designed to display static images for word processing and spreadsheet applications into the best gaming platform in the world, capable of running games at seventy frames per seconds? If you have ever asked yourself these questions, Game Engine Black Book is for you. This is an engineering book. You will not find much prose in here (the author’s English is broken anyway.) Instead,...
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Topics: programming, game programming, Wolfenstein
Uncover the secrets of the game industry's best programmers with the newest volume of the Game Programming Gems series With over 60 all new techniques, Game Programming Gems 4 continues to be the definitive resource for developers. Written by expert game developers who make today's amazing games, these articles not only provide quick solutions to cutting-edge problems, but they provide insights that you'll return to again and again. They'll spark your creativity and inspire your own...
Topics: game programming, programming, graphics, graphics programming
The journey continues with this ALL NEW volume in the Game Programming Gems series! As with the first two volumes, a dynamic group of some of the best game programmers in the industry have generously joined together to share their insights and techniques. Their ready-to-use ideas, tips, and solutions, will help save hours of programming time, prevent redundancy, and leave you with more time to add cutting-edge features to your own games. Covering all the key areas of game development, this...
Topics: programming, game programming, graphics, graphics programming
Blazing through the excitement generated by the first volume, Game Programming Gems II is here with an entirely new set of innovative ideas, techniques,and algorithms. Game developers of all levels will find insightful tips and tools from this unique collection.Written by game programming experts,each contribution provides a hands-on solution to a programming problem, or a creative method for reducing programming time and redundancy. Edited by Mark DeLoura,Editor-In-Chief of Game Developer...
Topics: programming, game programming, grpaihcs, graphics programming
For the countless tasks involved in creating a game engine there are an equal number of possible solutions. But instead of spending hours and hours trying to develop your own answers, now you can find out how the pros do it! Game Programming Gems is a hands-on, comprehensive resource packed with a variety of game programming algorithms written by experts from the game industry and edited by Mark DeLoura, former software engineering lead for Nintendo of America, Inc. and now the newly appointed...
Topics: programming, game programming, graphics programming
A full-blown game engine is now an important industrial asset. Current engines exist with licensing fees of several $100,000, plus profit share costs. Because of these high costs, hobbyist game programmers are eager to learn how to write their own engines. The availability of a game engine which is ready to rock simplifies the development process of a game, allowing developers to concentrate on the game and gameplay experience. "3D Game Engine Programming" shows game programmers how...
Topics: programming, 3D graphics, graphics, game programming, game engine
Michael Abrash's classic Graphics Programming Black Book is a compilation of Michael's previous writings on assembly language and graphics programming (including from his "Graphics Programming" column in Dr. Dobb's Journal). Much of the focus of this book is on profiling and code testing, as well as performance optimization. It also explores much of the technology behind the Doom and Quake 3-D games, and 3-D graphics problems such as texture mapping, hidden surface removal, and the...
Topics: graphics, programming, graphics programming
71
71
May 29, 2020
05/20
May 29, 2020
by
Positech Games
movies
eye 71
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This little gem, also known as Star Miner, was released in 2003 by Positech Games, a developer based in the UK, known for Democracy and Gratuitous Space Battles, among other games. The goal of the game is to mine asteroids, destroy hostile ships, upgrade your own ship, and ultimately reach a monetary credit goal to advance to the next level. The game has eight levels, one of which was playable for free in a shareware demo. To unlock the rest of the levels, one needed to purchase a registration...
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Topics: pc game, positech, windows 95