3D Math Primer for Graphics and Game Development, 2nd Edition

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3D Math Primer for Graphics and Game Development, 2nd Edition

3D Math Primer for Graphics and Game Development, 2nd Edition

  • Author: Fletcher Dunn,Ian Parberry
  • Publisher: CRC Press
  • ISBN: 1568817231
  • Category: Computers
  • Page: 846
  • View: 9812
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This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.

Basic Math for Game Development with Unity 3D

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Basic Math for Game Development with Unity 3D

Basic Math for Game Development with Unity 3D

A Beginner's Guide to Mathematical Foundations

  • Author: Kelvin Sung,Gregory Smith
  • Publisher: Apress
  • ISBN: 1484254430
  • Category: Computers
  • Page: 403
  • View: 6161
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Use Unity-based examples to understand fundamental mathematical concepts and see how they are applied when building modern video game functionality. You will gain the theoretical foundation you need, and you will know how to examine and modify an implementation. This book covers points in a 3D Cartesian coordinate system, and then discusses vectors and the details of dot and cross products. Basic mathematical foundations are illustrated through Unity-based example implementations. Also provided are examples showing how the concepts are applied when implementing video game functionality, such as collision support, motion simulations, autonomous behaviors, shadow approximations, and reflection off arbitrary walls. Throughout this book, you learn and examine the concepts and their applications in a game engine. What You Will Learn Understand the basic concepts of points and vectors and their applications in game development Apply mathematical concepts to modern video game functionality, such as spherical and box colliders Implement autonomous behaviors, including following way points, facing a target, chasing an object, etc. Who This Book is For Beginners, and those interested in the implementation of interactive games, who need a basic mathematical background or a refresher with modern examples

Introduction to Game Development

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Introduction to Game Development

Introduction to Game Development

Using Processing

  • Author: James R. Parker
  • Publisher: Stylus Publishing, LLC
  • ISBN: 1942270658
  • Category: Computers
  • Page: 350
  • View: 4431
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This book will guide you through the basic game development process, covering game development topics including graphics, sound, artificial intelligence, animation, game engines, Web-based games, etc. Real games will be created, and significant parts of a game engine will be built and made available for download. The companion DVD will contain example code, games, and color figures. Processing is a free, graphics-oriented language that provides the basic functionality needed for building games and runs on all major platforms. Moreover, it allows games to be built for desktop computers, HTML 5, and Android. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected] Features: Teaches basic game development including graphics, sound, artificial intelligence, animation, game engines, Web-based games, and more Create a small collection of complete computer games developed throughout the book Uses Processing, a free, downloadable platform with a frame by frame display scheme that is perfect for computer games

Innovations and Advances in Computing, Informatics, Systems Sciences, Networking and Engineering

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Innovations and Advances in Computing, Informatics, Systems Sciences, Networking and Engineering

Innovations and Advances in Computing, Informatics, Systems Sciences, Networking and Engineering

  • Author: Tarek Sobh,Khaled Elleithy
  • Publisher: Springer
  • ISBN: 3319067737
  • Category: Technology & Engineering
  • Page: 629
  • View: 3988
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Innovations and Advances in Computing, Informatics, Systems Sciences, Networking and Engineering This book includes a set of rigorously reviewed world-class manuscripts addressing and detailing state-of-the-art research projects in the areas of Computer Science, Informatics, and Systems Sciences, and Engineering. It includes selected papers from the conference proceedings of the Eighth and some selected papers of the Ninth International Joint Conferences on Computer, Information, and Systems Sciences, and Engineering (CISSE 2012 & CISSE 2013). Coverage includes topics in: Industrial Electronics, Technology & Automation, Telecommunications and Networking, Systems, Computing Sciences and Software Engineering, Engineering Education, Instructional Technology, Assessment, and E-learning. · Provides the latest in a series of books growing out of the International Joint Conferences on Computer, Information, and Systems Sciences, and Engineering; · Includes chapters in the most advanced areas of Computing, Informatics, Systems Sciences, and Engineering; · Accessible to a wide range of readership, including professors, researchers, practitioners and students.

OpenGL SuperBible

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OpenGL SuperBible

OpenGL SuperBible

Comprehensive Tutorial and Reference

  • Author: Graham Sellers,Richard S Wright Jr.,Nicholas Haemel
  • Publisher: Addison-Wesley
  • ISBN: 0133365085
  • Category: Computers
  • Page: 848
  • View: 8241
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OpenGL® SuperBible, Sixth Edition, is the definitive programmer’s guide, tutorial, and reference for the world’s leading 3D API for real-time computer graphics, OpenGL 4.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the newest API and indispensable related concepts. You’ll find up-to-date, hands-on guidance for all facets of modern OpenGL development on both desktop and mobile platforms, including transformations, texture mapping, shaders, buffers, geometry management, and much more. Extensively revised, this edition presents many new OpenGL 4.3 features, including compute shaders, texture views, indirect draws, and enhanced API debugging. It has been reorganized to focus more tightly on the API, to cover the entire pipeline earlier, and to help you thoroughly understand the interactions between OpenGL and graphics hardware. Coverage includes A practical introduction to the essentials of realtime 3D graphics Core OpenGL 4.3 techniques for rendering, transformations, and texturing Foundational math for creating interesting 3D graphics with OpenGL Writing your own shaders, with examples to get you started Cross-platform OpenGL, including essential platform-specific API initialization material for Linux, OS X, and Windows Vertex processing, drawing commands, primitive processing, fragments, and framebuffers Using compute shaders to harness today’s graphics cards for more than graphics Monitoring and controlling the OpenGL graphics pipeline Advanced rendering: light simulation, artistic and non-photo-realistic rendering, and deferred shading Modern OpenGL debugging and performance optimization Bonus material and sample code are available from the companion Web site, openglsuperbible.com.

OpenGL Superbible

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OpenGL Superbible

OpenGL Superbible

Comprehensive Tutorial and Reference

  • Author: Richard S. Wright,Benjamin Lipchak,Nicholas Haemel
  • Publisher: Addison-Wesley Professional
  • ISBN: N.A
  • Category: Computers
  • Page: 1205
  • View: 8128
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OpenGL ® SuperBible, Fourth Edition, begins by illuminating the core techniques of "classic" OpenGL graphics programming, from drawing in space to geometric transformations, from lighting to texture mapping. The authors cover newer OpenGL capabilities, including OpenGL 2.1's powerful programmable pipeline, vertex and fragment shaders, and advanced buffers. They also present thorough, up-to-date introductions to OpenGL implementations on multiple platforms, including Windows, Mac OS X, GNU/Linux, UNIX, and embedded systems. Coverage includes An entirely new chapter on OpenGL ES programming for handhelds Completely rewritten chapters on OpenGL for Mac OS X and GNU/Linux Up-to-the-minute coverage of OpenGL on Windows Vista New material on floating-point color buffers and off-screen rendering In-depth introductions to 3D modeling and object composition Expert techniques for utilizing OpenGL's programmable shading language Thorough coverage of curves, surfaces, interactive graphics, textures, shadows, and much more A fully updated API reference, and an all-new section of full-color images You'll rely on this book constantly-whether you're learning OpenGL for the first time, deepening your graphics programming expertise, upgrading from older versions of OpenGL, or porting applications from other environments. Now part of the OpenGL Technical Library-The official knowledge resource for OpenGL developers The OpenGL Technical Library provides tutorial and reference books for OpenGL. The Library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential. Originally developed by SGI, the Library continues to evolve under the auspices of the OpenGL Architecture Review Board (ARB) Steering Group (now part of the Khronos Group), an industry consortium responsible for guiding the evolution of OpenGL and related technologies. Contents Preface xxvii About the Authors xxxv Introduction 1 Part I: The Old Testament Chapter 1 Introduction to 3D Graphics and OpenGL 9 Chapter 2 Using OpenGL 33 Chapter 3 Drawing in Space: Geometric Primitives and Buffers 73 Chapter 4 Geometric Transformations: The Pipeline 127 Chapter 5 Color, Materials, and Lighting: The Basics 173 Chapter 6 More on Colors and Materials 229 Chapter 7 Imaging with OpenGL 251 Chapter 8 Texture Mapping: The Basics 303 Chapter 9 Texture Mapping: Beyond the Basics 341 Chapter 10 Curves and Surfaces 377 Chapter 11 It's All About the Pipeline: Faster Geometry Throughput 421 Chapter 12 Interactive Graphics 457 Chapter 13 Occlusion Queries: Why Do More Work Than You Need To? 481 Chapter 14 Depth Textures and Shadows 495 Part II: The New Testament Chapter 15 Programmable Pipeline: This Isn't Your Father's OpenGL 515 Chapter 16 Vertex Shading: Do-It-Yourself Transform, Lighting, and Texgen 547 Chapter 17 Fragment Shading: Empower Your Pixel Processing 567 Chapter 18 Advanced Buffers 601 Part III: The Apocrypha Chapter 19 Wiggle: OpenGL on Windows 641 Chapter 20 OpenGL on Mac OS X 685 Chapter 21 OpenGL on Linux 713 Chapter 22 OpenGL ES OpenGL on the Small 735 Appendix A Further Reading/References 773 Appendix B Glossary 777 Appendix C API Reference 783 Index 1141

Forthcoming Books

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Forthcoming Books

Forthcoming Books

  • Author: R.R. Bowker Company. Department of Bibliography
  • Publisher: N.A
  • ISBN: N.A
  • Category:
  • Page: N.A
  • View: 413
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