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Paperback (7)
Hardcover (3)
Verschijningsjaar
2018 (4)
2019 (3)

Resultaten (10)

103,95
Levertijd: 5 werkdagen
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Bestel

3D Math Primer for Graphics and Game Development / 2nd edition

2011 || Hardcover || Fletcher Dunn e.a. || Taylor & Francis

"This book presents the essential math needed to describe, simulate, and render a 3D world. It provides an introduction to mathematics for game designers, including fundamentals of coordinate spaces, vectors, and matrices, orientation in three dimensions, introduction to calculus and dynamics, graphics, and parametric curves"--Provided by publisher.

This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-tr...

65,99
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Architectural Approach to Level Design / 2nd edition

Second edition

2019 || Paperback || Christopher W. Totten || Taylor & Francis

Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your own work.

The author connects architecture and...

38,25
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Doing Things with Games

Social Impact Through Play

2019 || Paperback || Lindsay Grace || Taylor & Francis

The book provides a contemporary foundation in designing social impact games. It is structured in 3 parts: understanding, application, and implementation. The book serves as a guide to designing social impact games, particularly focused on the needs of, media professionals, indie game designers and college students.

It serves as a guide for people looking to create social impact play, informed by heuristics in game design. Key FeaturesProvides contemporary guide on the use of games to create ...

58,35
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Educational Game Design Fundamentals

A Journey to Creating Intrinsically Motivating Learning Experiences

2018 || Paperback || George Kalmpourtzis || Taylor & Francis

Can we learn through play? Can we really play while learning?Of course! But how?!We all learn and educate others in our own unique ways. Successful educational games adapt to the particular learning needs of their players and facilitate the learning objectives of their designers. Educational Game Design Fundamentals embarks on a journey to explore the necessary aspects to create games that are both fun and help players learn.

This book examines the art of educational game design through vario...

27,35
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AI for Games / 1st edition

2021 || Paperback || UK) Ian (Gwent Millington || Taylor & Francis

Provides a clear and concise overview of how AI is used in game development Gives a brief overview of the history of AI in games Considers the different models, techniques and algorithms that are used in creating game AI.

94,95
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Real-Time Rendering / 4th Edition

2018 || Hardcover || Tomas Akenine-Moeller e.a. || Taylor & Francis

Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second.

Real-Time Rendering combines fundamental principles with guidance on the latest techniques to provide a complete reference on three-dimensional interactive computer graphics. It will help you increase speed and improve image quality and learn the features and limitations of acceleration algorithms and graphics APIs. This latest fourth edition has ...

45,05
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Fundamentals of Computer Graphics / 5th Edition

International Student Edition

2023 || Paperback || Steve Marschner e.a. || Taylor & Francis

Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fifth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference. Focusing on geometric intuition, the book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, te...

57,95
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The Art of Game Design / 3rd edition

A Book of Lenses

2019 || Paperback || USA) Pennsylvania Pittsburgh Jesse (Carnegie Mellon University and Schell Games Schell || Taylor & Francis

The Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games. Good game design happens when you view your game from as many perspectives as possible, and award-winning author Jesse Schell presents over 100 sets of questions to ask ...

61,50
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Game Design Workshop / 4th Edition

A Playcentric Approach to Creating Innovative Games, Fourth Edition

2018 || Paperback || Tracy Fullerton || Taylor & Francis

Game Design Workshop is a truly great book, and has become, in my opinion, the de facto standard text for beginner- to intermediate-level game design education. This updated new edition is extremely relevant, useful and inspiring to all kinds of game designers. - Richard Lemarchand, Interactive Media & Games Division, School of Cinematic Arts, University of Southern California.

The updates refresh elements of the book that are important as examples, but don't radically alter the thing about t...

94,45
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Game Engine Architecture / 3rd Edition

2018 || Hardcover || Jason Gregory || Taylor & Francis

New to this edition: update the section on game console HW, extend the rendering chapter, include a section on 2D GUI, new chapter on multiplayer networking, more coverage of the Unity game engine.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 ...