Real Time Strategy Game Programming Using Directx 6 0

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Real Time Strategy Game Programming Using Directx 6 0
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Author : Mickey Kawick
language : en
Publisher: Wordware Publishing
Release Date : 1999
Real Time Strategy Game Programming Using Directx 6 0 written by Mickey Kawick and has been published by Wordware Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 1999 with Computers categories.
Delving into the concept of real-time strategy, this guide includes practical, hands-on programming and use of artificial intelligence; a unique graphics engine developed by the author; and multiple game design strategies along with programming code.
Isometric Game Programming With Directx 7 0
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Author : Ernest Pazera
language : en
Publisher: Course Technology
Release Date : 2001
Isometric Game Programming With Directx 7 0 written by Ernest Pazera and has been published by Course Technology this book supported file pdf, txt, epub, kindle and other format this book has been release on 2001 with Computers categories.
Isometric game programming is an alternative to 3D programming, it is less math intensive and can often achieve the same level of graphical aesthetics as 3D programming. Despite their use of 2D images, they still offer 3D projections.
Introduction To 3d Game Programming With Directx 9 0c A Shader Approach
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Author : Frank Luna
language : en
Publisher: Wordware Publishing, Inc.
Release Date : 2006-06-07
Introduction To 3d Game Programming With Directx 9 0c A Shader Approach written by Frank Luna and has been published by Wordware Publishing, Inc. this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-06-07 with Computers categories.
Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach presents an introduction to programming interactive computer graphics, with an emphasis on game development, using real-time shaders with DirectX 9.0. The book is divided into three parts that explain basic mathematical and 3D concepts, show how to describe 3D worlds and implement fundamental 3D rendering techniques, and demonstrate the application of Direct3D to create a variety of special effects. With this book understand basic mathematical tools used in video game creation such as vectors, matrices, and transformations; discover how to describe and draw interactive 3D scenes using Direct3D and the D3DX library; learn how to implement lighting, texture mapping, alpha blending, and stenciling using shaders and the high-level shading language (HLSL); explore a variety of techniques for creating special effects, including vertex blending, character animation, terrain rendering, multi-texturing, particle systems, reflections, shadows, and normal mapping;f ind out how to work with meshes, load and render .X files, program terrain/camera collision detection, and implement 3D object picking; review key ideas, gain programming experience, and explore new topics with the end-of-chapter exercises.
Real Time 3d Rendering With Directx And Hlsl
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Author : Paul Varcholik
language : en
Publisher: Addison-Wesley Professional
Release Date : 2014-05-03
Real Time 3d Rendering With Directx And Hlsl written by Paul Varcholik 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 2014-05-03 with Computers categories.
Get Started Quickly with DirectX 3D Programming: No 3D Experience Needed This step-by-step text demystifies modern graphics programming so you can quickly start writing professional code with DirectX and HLSL. Expert graphics instructor Paul Varcholik starts with the basics: a tour of the Direct3D graphics pipeline, a 3D math primer, and an introduction to the best tools and support libraries. Next, you’ll discover shader authoring with HLSL. You’ll implement basic lighting models, including ambient lighting, diffuse lighting, and specular highlighting. You’ll write shaders to support point lights, spotlights, environment mapping, fog, color blending, normal mapping, and more. Then you’ll employ C++ and the Direct3D API to develop a robust, extensible rendering engine. You’ll learn about virtual cameras, loading and rendering 3D models, mouse and keyboard input, and you’ll create a flexible effect and material system to integrate your shaders. Finally, you’ll extend your graphics knowledge with more advanced material, including post-processing techniques for color filtering, Gaussian blurring, bloom, and distortion mapping. You’ll develop shaders for casting shadows, work with geometry and tessellation shaders, and implement a complete skeletal animation system for importing and rendering animated models. You don’t need any experience with 3D graphics or the associated math: Everything’s taught hands-on, and all graphics-specific code is fully explained. Coverage includes • The Direct3D API and graphics pipeline • A 3D math primer: vectors, matrices, coordinate systems, transformations, and the DirectX Math library • Free and low-cost tools for authoring, debugging, and profiling shaders • Extensive treatment of HLSL shader authoring • Development of a C++ rendering engine • Cameras, 3D models, materials, and lighting • Post-processing effects • Device input, component-based architecture, and software services • Shadow mapping, depth maps, and projective texture mapping • Skeletal animation • Geometry and tessellation shaders • Survey of rendering optimization, global illumination, compute shaders, deferred shading, and data-driven engine architecture
Introduction To 3d Game Programming With Directx 12
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Author : Frank Luna
language : en
Publisher: Mercury Learning and Information
Release Date : 2016-04-19
Introduction To 3d Game Programming With Directx 12 written by Frank Luna and has been published by Mercury Learning and Information this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-04-19 with Computers categories.
This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It shows how to use new Direct12 features such as command lists, pipeline state objects, descriptor heaps and tables, and explicit resource management to reduce CPU overhead and increase scalability across multiple CPU cores. The book covers modern special effects and techniques such as hardware tessellation, writing compute shaders, ambient occlusion, reflections, normal and displacement mapping, shadow rendering, and character animation. Includes a companion DVD with code and figures. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected]. FEATURES: • Provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12 • Uses new Direct3D 12 features to reduce CPU overhead and take advantage of multiple CPU cores • Contains detailed explanations of popular real-time game effects • Includes a DVD with source code and all the images (including 4-color) from the book • Learn advance rendering techniques such as ambient occlusion, real-time reflections, normal and displacement mapping, shadow rendering, programming the geometry shader, and character animation • Covers a mathematics review and 3D rendering fundamentals such as lighting, texturing, blending and stenciling • Use the end-of-chapter exercises to test understanding and provide experience with DirectX 12
The Library Journal
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Author :
language : en
Publisher:
Release Date : 1999
The Library Journal written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 1999 with Libraries categories.
Includes, beginning Sept. 15, 1954 (and on the 15th of each month, Sept.-May) a special section: School library journal, ISSN 0000-0035, (called Junior libraries, 1954-May 1961). Also issued separately.
Advances In Neuro Information Processing
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Author : Mario Köppen
language : en
Publisher: Springer
Release Date : 2009-07-30
Advances In Neuro Information Processing written by Mario Köppen and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-07-30 with Computers categories.
The two volume set LNCS 5506 and LNCS 5507 constitutes the thoroughly refereed post-conference proceedings of the 15th International Conference on Neural Information Processing, ICONIP 2008, held in Auckland, New Zealand, in November 2008. The 260 revised full papers presented were carefully reviewed and selected from numerous ordinary paper submissions and 15 special organized sessions. 116 papers are published in the first volume and 112 in the second volume. The contributions deal with topics in the areas of data mining methods for cybersecurity, computational models and their applications to machine learning and pattern recognition, lifelong incremental learning for intelligent systems, application of intelligent methods in ecological informatics, pattern recognition from real-world information by svm and other sophisticated techniques, dynamics of neural networks, recent advances in brain-inspired technologies for robotics, neural information processing in cooperative multi-robot systems.
Practical Rendering And Computation With Direct3d 11
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Author : Jason Zink
language : en
Publisher: CRC Press
Release Date : 2016-04-19
Practical Rendering And Computation With Direct3d 11 written by Jason Zink and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-04-19 with Computers categories.
Direct3D 11 offers such a wealth of capabilities that users can sometimes get lost in the details of specific APIs and their implementation. While there is a great deal of low-level information available about how each API function should be used, there is little documentation that shows how best to leverage these capabilities. Written by active me
Forthcoming Books
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Author : Rose Arny
language : en
Publisher:
Release Date : 2003-12
Forthcoming Books written by Rose Arny and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003-12 with American literature categories.
The Software Encyclopedia
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Author :
language : en
Publisher:
Release Date : 1988
The Software Encyclopedia written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 1988 with Computer industry categories.