Coordinate Systems For Games

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Coordinate Systems For Games
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Author : Daniel T. Jessie
language : en
Publisher: Springer Nature
Release Date : 2019-12-13
Coordinate Systems For Games written by Daniel T. Jessie and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-12-13 with Mathematics categories.
This monograph develops a method of creating convenient coordinate systems for game theory that will allow readers to more easily understand, analyze, and create games at various levels of complexity. By identifying the unique characterization of games that separates the individual’s strategic interests from the group’s collective behavior, the authors construct a single analytical methodology that readers will be able to apply to a wide variety of games. With its emphasis on practicality and approachability, readers will find this book an invaluable tool, and a viable alternative to the ad hoc analytical approach that has become customary for researchers utilizing game theory. The introductory chapters serve two important purposes: they review several games of fundamental importance, and also introduce a dynamic that is inherent in games, but has gone unexplored until now. After this has been established, readers will advance from simple 2 x 2 games to games with more player strategies and dynamics. For interested readers, a rigorous treatment of the underlying mathematics is conveniently gathered at the end of the book. Additional topics of interest, such as extensive form and coalitional games, are presented to help readers visualize more complex settings that will be vital in aiding the understanding of advanced topics, such as coalition-free Nash points, multi-player repeated games, and more. Coordinate Systems for Games is ideal for a wide variety of researchers interested in game theory, including social scientists, economists, mathematicians, computer scientists, and more. The authors' approachable style also makes this accessible to an audience at any scale of experience, from beginning non-specialists to more practiced researchers.
Game Programming Algorithms And Techniques
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Author : Sanjay Madhav
language : en
Publisher: Addison-Wesley Professional
Release Date : 2013-12-16
Game Programming Algorithms And Techniques written by Sanjay Madhav and has been published by Addison-Wesley Professional this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-12-16 with Computers categories.
Game Programming Algorithms and Techniques is a detailed overview of many of the important algorithms and techniques used in video game programming today. Designed for programmers who are familiar with object-oriented programming and basic data structures, this book focuses on practical concepts that see actual use in the game industry. Sanjay Madhav takes a unique platform- and framework-agnostic approach that will help develop virtually any game, in any genre, with any language or framework. He presents the fundamental techniques for working with 2D and 3D graphics, physics, artificial intelligence, cameras, and much more. Each concept is illuminated with pseudocode that will be intuitive to any C#, Java, or C++ programmer, and has been refined and proven in Madhav’s game programming courses at the University of Southern California. Review questions after each chapter help solidify the most important concepts before moving on. Madhav concludes with a detailed analysis of two complete games: a 2D iOS side-scroller (written in Objective-Cusing cocos2d) and a 3D PC/Mac/Linux tower defense game (written in C# using XNA/ MonoGame). These games illustrate many of the algorithms and techniques covered in the earlier chapters, and the full source code is available at gamealgorithms.net. Coverage includes Game time management, speed control, and ensuring consistency on diverse hardware Essential 2D graphics techniques for modern mobile gaming Vectors, matrices, and linear algebra for 3D games 3D graphics including coordinate spaces, lighting and shading, z-buffering, and quaternions Handling today’s wide array of digital and analog inputs Sound systems including sound events, 3D audio, and digital signal processing Fundamentals of game physics, including collision detection and numeric integration Cameras: first-person, follow, spline, and more Artificial intelligence: pathfinding, state-based behaviors, and strategy/planning User interfaces including menu systems and heads-up displays Scripting and text-based data files: when, how, and where to use them Basics of networked games including protocols and network topology
Build Your Own 2d Game Engine And Create Great Web Games
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Author : Kelvin Sung
language : en
Publisher: Apress
Release Date : 2015-10-13
Build Your Own 2d Game Engine And Create Great Web Games written by Kelvin Sung and has been published by Apress this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-10-13 with Computers categories.
Build Your Own 2D Game Engine and Create Great Web Games teaches you how to develop your own web-based game engine step-by-step, allowing you to create a wide variety of online videogames that can be played in common web browsers. Chapters include examples and projects that gradually increase in complexity while introducing a ground-up design framework, providing you with the foundational concepts needed to build fun and engaging 2D games. By the end of this book you will have created a complete prototype level for a side scrolling action platform game and will be prepared to begin designing additional levels and games of your own. This book isolates and presents relevant knowledge from software engineering, computer graphics, mathematics, physics, game development, game mechanics, and level design in the context of building a 2D game engine from scratch. The book then derives and analyzes the source code needed to implement thes e concepts based on HTML5, JavaScript, and WebGL. After completing the projects you will understand the core-concepts and implementation details of a typical 2D game engine and you will be familiar with a design and prototyping methodology you can use to create game levels and mechanics that are fun and engaging for players. You will gain insights into the many ways software design and creative design must work together to deliver the best game experiences, and you will have access to a versatile 2D game engine that you can expand upon or utilize directly to build your own 2D games that can be played online from anywhere. • Assists the reader in understanding the core-concepts behind a 2D game engine • Guides the reader in building a functional game engine based on these concepts • Lead s the reader in exploring the interplay between technical design and game experience design • Teaches the reader how to build their own 2D games that can be played across internet via popular browsers
Beginning Math And Physics For Game Programmers
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Author : Wendy Stahler
language : en
Publisher: New Riders
Release Date : 2004
Beginning Math And Physics For Game Programmers written by Wendy Stahler and has been published by New Riders this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004 with Computers categories.
Whether one is a hobbyist or a budding game design pro, the objective is probably the same: to create the coolest games possible using today's increasingly sophisticated technology. Through clear, step-by-step instructions, author Wendy Stahler covers the trigonometry snippets, vector operations, and 1D/2D/3D motion designers need to improve their level of game development.
Game Programming With Directx Mastering 3d Graphics And Audio For Immersive Games
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Author : Pasquale De Marco
language : en
Publisher: Pasquale De Marco
Release Date : 2025-03-22
Game Programming With Directx Mastering 3d Graphics And Audio For Immersive Games written by Pasquale De Marco and has been published by Pasquale De Marco this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-03-22 with Games & Activities categories.
Are you ready to embark on an exciting journey into the world of game programming with DirectX? Look no further! This comprehensive guide is your ultimate resource for creating immersive and engaging games that will captivate players and leave a lasting impression. With this book, you'll delve into the fundamentals of DirectX, mastering the core concepts of Direct3D and DirectSound. You'll learn how to create stunning 2D and 3D graphics, implement realistic physics and AI, and develop engaging multiplayer experiences. Whether you're a beginner looking to create your first game or an experienced developer seeking to enhance your skills, this book provides a wealth of knowledge and practical guidance. You'll find step-by-step instructions, code snippets, and real-world examples to help you learn and apply the concepts discussed. Throughout the book, you'll explore a wide range of topics, including: * Setting up a DirectX development environment * Creating 2D and 3D game environments * Implementing lighting and shading techniques * Optimizing 3D performance * Mastering DirectSound for audio * Implementing game physics and dynamics * Creating intelligent AI opponents * Developing multiplayer games with networking * Designing user interfaces and game controls * Publishing and distributing your game With its clear explanations, comprehensive coverage, and hands-on approach, this book is your ultimate guide to game programming with DirectX. Unleash your creativity and bring your game ideas to life! If you like this book, write a review!
Game Engine Design And Implementation
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Author : Alan Thorn
language : en
Publisher: Jones & Bartlett Publishers
Release Date : 2011-08-24
Game Engine Design And Implementation written by Alan Thorn and has been published by Jones & Bartlett Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-08-24 with Computers categories.
Part of the new Foundations of Game Development Series! Almost every video game on the market today is powered by a game engine. But, what is a game engine? What does it do? How are they useful to both developers and the game? And how are they made? These, and other important engine related questions, are explored and discussed in this book. In clear and concise language, this book examines through examples and exercises both the design and implementation of a video game engine. Specifically, it focuses on the core components of a game engine, audio and sound systems, file and resource management, graphics and optimization techniques, scripting and physics, and much more. Suitable for students, hobbyists, and independent developers, this no-nonsense book helps fine-tune an understanding of solid engine design and implementation for creating games that sell.
Design And Development Of Training Games
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Author : Talib S. Hussain
language : en
Publisher: Cambridge University Press
Release Date : 2015
Design And Development Of Training Games written by Talib S. Hussain and has been published by Cambridge University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015 with Computers categories.
Leaders in the field of serious games share practical guidelines and lessons learned from researching and developing learning games.
Programming Games With C
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Author : Maxim Brooks
language : en
Publisher: Oladosun Mopelola Opeyemi
Release Date : 2025-07-10
Programming Games With C written by Maxim Brooks and has been published by Oladosun Mopelola Opeyemi this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-07-10 with Computers categories.
Build Your Dream Games: Master C++ the Industry Way! C++ remains the bedrock of professional game development, powering the most iconic titles and demanding core expertise at leading studios. It's the language sought constantly by top employers when hiring new talent. This practical, comprehensive guide offers a direct, hands-on journey into crafting compelling video games using C++, modeled on real-world industry practices. From your very first line of code, you'll gain the foundational knowledge and advanced skills to build dynamic, engaging games. You'll truly command C++ not just as a language, but as the powerful tool for designing robust game systems, optimizing performance, and bringing your creative visions to life. This book focuses on demystifying complex topics, ensuring you understand the why behind every technique. Through clear explanations, practical examples, and a step-by-step approach, you'll learn to: · Set up your C++ game development environment and understand core engine architectures. · Implement both 2D and 3D graphics, from basic sprites to modern rendering techniques like PBR. · Simulate realistic game physics and collision detection, utilizing algorithms like AABB and the Separating Axis Theorem. · Integrate and manage player input, audio, and intuitive user interfaces. · Design intelligent AI behaviors using Finite State Machines, Behavior Trees, and pathfinding algorithms like A*. · Optimize your C++ game for peak performance, understanding CPU vs. GPU bottlenecks, cache-friendly data structures, and multithreading. · Manage complex game states and scenes, and apply Entity-Component-System (ECS) architecture for flexible game design. · Leverage data-driven design for faster iteration and highly customizable content. · Understand key C++11, C++14, C++17, and C++20 features essential for modern game development. · Develop advanced topics like multiplayer networking, procedural content generation, and emerging technologies like VR/AR. · ...and much more. Whether you're an aspiring developer with some programming basics or a student looking to specialize, this resource will prepare you to solve real-world challenges in the game industry. You'll build a deep, practical understanding of C++—the definitive language for creating fun and performant game experiences—setting you on a proven path to becoming a sought-after game developer. Don't just dream about making games; build them.
Game Engine Architecture
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Author : Jason Gregory
language : en
Publisher: CRC Press
Release Date : 2017-03-27
Game Engine Architecture written by Jason Gregory and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-03-27 with Computers categories.
Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.
Beginning Xna 3 0 Game Programming
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Author : Bruno Evangelista
language : en
Publisher: Apress
Release Date : 2009-05-31
Beginning Xna 3 0 Game Programming written by Bruno Evangelista and has been published by Apress this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-05-31 with Computers categories.
Would you like to create your own games, but never have the time to dig into the details of multimedia programming? Now you don't have to! XNA 3.0 makes it simple to create your own games, which will run on your PC and Xbox 360 console. Even if you don't know how to program at all, Beginning XNA 3.0 Game Programming: From Novice to Professional will teach you the basics of C# 2008 programming along the way. Don't get overwhelmed with details you don't need to know—just learn what you need to start creating your own games right now! This fast–paced introduction to XNA 3.0 and the C# language provides you with a quick–start guide to creating high–quality XNA games. You'll be introduced to the key concepts and ideas you need to know in a gradual fashion so that you master one concept before using it as a foundation for the next. Before long, you will have the skills to create smooth, professional–looking results in a range of gaming genres. By the end of the book, you will have constructed several working games and have an excellent knowledge base from which to investigate more advanced techniques.