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The Complete Guide to Blender Graphics

Computer Modeling and Animation
The Complete Guide to Blender Graphics Image
While Blender is a wonderful free and open source program for computer modeling and animation, there has been a lack of unified, up-to-date documentation for beginners. Removing the frustration from the learning process, The Complete Guide to Blender Graphics: Computer Modeling and Animation helps beginners understand the basics of computer animation using Blender. The author begins with a detailed explanation of the Blender graphical user interface (GUI) and its method of navigation. He covers basic mesh modeling on both the object and sub-object levels. At this point, the beginner 3D modeler can create a wide variety of models. The author moves on to materials, camera, lighting, and rendering, allowing the creation of more complete models and rend...

Game Engine Architecture

Game Engine Architecture Image
2nd Edition
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 todays 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 technolo...

Game Engine Architecture

Game Engine Architecture Image
This book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry...

Quests

Design, Theory, and History in Games and Narratives
Quests Image
This unique take on quests, incorporating literary and digital theory, provides an excellent resource for game developers. Focused on both the theory and practice of the four main aspects of quests (spaces, objects, actors, and challenges) each theoretical section is followed by a practical section that contains exercises using the Neverwinter Nights Aurora Toolset. Howard has created a Syllabus, designed for a college-level course, that instructors can use and modify as desired....

Engineering Analysis

Interactive Methods and Programs with FORTRAN, QuickBASIC, MATLAB, and Mathematica
Engineering Analysis Image
This book provides a concise introduction to numerical concepts in engineering analysis, using FORTRAN, QuickBASIC, MATLAB, and Mathematica to illustrate the examples. Discussions include:matrix algebra and analysissolution of matrix equationsmethods of curve fitmethods for finding the roots of polynomials and transcendental equationsfinite differences and methods for interpolation and numerical differentiationnumerical computation of single and double integralsnumerical solution of ordinary differential equationsEngineering Analysis:teaches readers to become proficient in FORTRAN or QuickBASIC programming to solve engineering problemsprovides an introduction to MATLAB and Mathematica, enabling readers to write supplementary m-files for MATLAB and to...



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