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.
Ever since Lorensen and Cline published their paper on the Marching Cubes algorithm, isosurfaces have been a standard technique for the visualization of 3D volumetric data.
This book unveils the secrets of extraordinarily successful games and hands you a smarter way to create exceptional engagement and convert it into revenue.
This book covers all the necessary topics that a professional game AI programmer needs to know, from math and steering behaviours to terrain analysis, pathfinding and decision-making.
Learn the fine art and craft of digital lighting and rendering from an experienced pro whose lighting work you've seen in blockbuster films such as Monsters University, Toy Story 3, Up, WALL-E, Ratatouille, and The Incredibles.
This entry in the Game Design Deep Dive series takes a look at the shooter genre: one that has grown with the times and whose influence can be felt from indie teams to major studios.
This innovative text bridges media theory, psychology, and interpersonal communication by describing how our relationships with media emulate the relationships we develop with friends and romantic partners through their ability to replicate intimacy, regularity, and reciprocity.
Game Design Deep Dive: Free-to-Play (F2P) continues the series' focus on examining genres with a look at the history and methodology behind free-to-play and mobile games.
The Game Production Toolbox focuses on the nuts and bolts of producing interactive content and how you can organize and support the creative, technical, and business efforts that are all part of interactive game development.
Written by a pioneer of game development in academia, Introduction to Game Physics with Box2D covers the theory and practice of 2D game physics in a relaxed and entertaining yet instructional style.
In recent years, there has been a surge in animated projects that have pushed boundaries, broken taboos, prompted discussions and wowed festival and online audiences alike through compelling storytelling and unmatched artistry.
This second edition of Writing for Animation, Comics, and Games expounds on the previous edition with more information on how to construct narratives for these three forms of visual storytelling media.
This pioneering work equips you with the skills needed to create and design powerful stories and concepts for interactive, digital, multi-platform storytelling and experience design that will take audience engagement to the next level.
Tom Sito (the legendary animator behind Who Framed Roger Rabbit, Beauty and the Beast, and other classic works) brings together the perfect fusion of culinary skill and animation in his cookbook, Eat, Drink, Animate: An Animator's Cookbook.
Wolfgang Engel's GPU Pro 360 Guide to Image Space gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers various algorithms that operate primarily in image space.
COMPREHENSIVE COVERAGE OF SHADERS, THE PROGRAMMABLE PIPELINE AND WEBGLFrom geometric primitives to animation to 3D modeling to lighting, shading and texturing, Computer Graphics Through OpenGL(R): From Theory to Experiments is a comprehensive introduction to computer graphics which uses an active learning style to teach key concepts.
In this lavishly illustrated full-color retrospective, discover never-before-seen photos that bring to life the people and stories behind the most popular games of all time, including Space Invaders, Pac-Man, Centipede, Donkey Kong, Asteroids, SimCity, Quake, Myst, Tomb Raider, and more.
Thanks to faster browsers, better web standards support, and more powerful devices, the web now defines the next generation of user interfaces that are fun, practical, fluid, and memorable.
This book explores the impact of a video game's degree of realism or fictionality on its linguistic dimensions, investigating the challenges and strategies for translating realia and irrealia, the interface of the real world and the game world where culture-specificity manifests itself.
Welcome to the second volume of Game Audio Programming: Principles and Practices - the first series of its kind dedicated to the art of game audio programming!
We Deserve Better Villains is a highly accessible how-to guide for video game designers no matter what level of experience to understand what is needed to be successful in the development cycle of any video game from concept to supporting the game live.
The nude figure defines the best way to learn the fundamentals of drawing, yet the end goal of most art presents clothed figures, be it animation, video games, film, or fine art.
Go from 'beginner' to 'expert' with this professional, tutorial-based guide to Maya 2016 Mastering Autodesk Maya 2016 is your professional hands-on coverage to getting the most out of Maya.
Drawing on decades of experience, Beep to Boom: The Development of Advanced Runtime Sound Systems for Games and Extended Reality is a rigorous, comprehensive guide to interactive audio runtime systems.
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.
Making the Cut at Pixar is an interactive book written by industry insiders Bill Kinder and Bobbie O'Steen about the central role the Pixar editor plays in some of the most critically acclaimed and successful movies of all time.