Video games have captivated us for over 50 years, giving us entire worlds to explore, new ways to connect with friends, thought-provoking stories, or just a fun way to pass the time.
Video games have captivated us for over 50 years, giving us entire worlds to explore, new ways to connect with friends, thought-provoking stories, or just a fun way to pass the time.
Important elements of games, movies, and other computer-generated content, shadows are crucial for enhancing realism and providing important visual cues.
Written for game programmers and developers, this book covers GPU techniques and supporting applications that are commonly used in games and similar real-time 3D applications.
Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics, physics, and software engineering.
GPU Pro3, the third volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike.
Designed for advanced undergraduate and beginning graduate courses, 3D Graphics for Game Programming presents must-know information for success in interactive graphics.
The author takes readers on an in-depth walkthrough of the Torque Game Engine---one of the most popular, powerful, and easy to use game engines available today.
Dave Eberly's 3D Game Engine Design was the first professional guide to the essential concepts and algorithms of real-time 3D engines and quickly became a classic of game development.
This book is a comprehensive guide to using Blender to create character rigs for games, breaking down the technicalities of rigging tools and techniques into easily digestible chunks.
This book is a comprehensive guide to using Blender to create character rigs for games, breaking down the technicalities of rigging tools and techniques into easily digestible chunks.
Auch nach mehr als fünfundzwanzig Jahren ist OpenGL in der Grafikentwicklung immer noch beliebt, besonders, da immer mehr Spiele und andere Grafikanwendungen plattformübergreifend entworfen werden.
Im seinem dritten shortcut zum Thema Vulkan geht Alexander Rudolph sowohl auf grundsätzliche Themen der 3-D-Grafikprogrammierung als auch auf Besonderheiten des Low-Level-Grafik-API ein.
The heart of any system that simulates the physical interaction between objects is collision detection-the ability to detect when two objects have come into contact.
Dave Eberly's 3D Game Engine Design was the first professional guide to the essential concepts and algorithms of real-time 3D engines and quickly became a classic of game development.
GPU Pro3, the third volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike.
The author takes readers on an in-depth walkthrough of the Torque Game Engine---one of the most popular, powerful, and easy to use game engines available today.
Written for game programmers and developers, this book covers GPU techniques and supporting applications that are commonly used in games and similar real-time 3D applications.
Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics, physics, and software engineering.
Designed for advanced undergraduate and beginning graduate courses, 3D Graphics for Game Programming presents must-know information for success in interactive graphics.
Wolfgang Engel's GPU Pro 360 Guide to Shadows gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers various algorithms that are used to generate shadow data.
Wolfgang Engel's GPU Pro 360 Guide to Shadows gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers various algorithms that are used to generate shadow data.