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- 6
- Game Development Essentials: An Introduction
Game Development Essentials: An Introduction, 2nd Edition offers a thorough and insightful introduction to the game development industry, with industry updates that will keep readers current and well-prepared for a career in the field. The book begins with a highly informative chapter on the evolution of game development, providing a…
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- 1
- Unity Game Development Essentials (Repost)
Unity Game Development EssentialsByWill GoldstonePublisher:Packt Publishing2009 |316 Pages | ISBN: 184719818X | PDF | 5 MB
Build fully functional, professional 3D games with realistic environments, sound, dynamic effects, and more!Kick start game development, and build ready-to-play 3D games with easeUnderstand key concepts in…
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- 33
- Game Programming Gems 7
Welcome to the seventh volume of the must-have reference series for game developers, Game Programming Gems, the series that helped define the standards for game programming and continues to be an essential source for new, innovative techniques.
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- 39
- ShaderX4: Advanced Rendering Techniques (Graphics Series)
Product Description
2006 FrontLine Award Winner. The ShaderX series provides a complete toolbox of cutting-edge advanced graphics hardware and software techniques for all levels of graphics programmers, from novices to graphics gurus. With the increasing pixel shader power of current graphics cards, techniques that were once done on the CPU or…
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- 1
- The.JFC.Swing.Tutorial.A.Guide.to.Constructing.GUIs.Second.Edition
Publisher: Prentice Hall PTR; 2 edition
Language: english
ISBN: 0201914670
Paperback: 800 pages
Data: February 27, 2004
Format: CHM
Description: With the arrival of Sun's Swing/JFC classes, Java developers can create user interfaces that look great and perform just as well as "native" interfaces. The JFC Swing Tutorial: A Guide to Constructing GUIs provides a hard copy of Sun's popular online tutorial for…
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- 5
- Design of Energy Efficient Application Specific Instruction Set Processors
Design of Energy-Efficient Application-Specific Instruction Set Processors by Tilman Glцkler, Heinrich Meyr ;Publisher: Springer; 1 edition (February 29, 2004) | ISBN-10: 1402077300 | PDF | 1 Mb | 240 pages
After a brief introduction to low-power VLSI design, the design space of ASIP instruction set architectures (ISAs) is introduced with…
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- 1
- Advanced Animation with DirectX (Repost)
Advanced Animation with DirectXByJim AdamsPublisher:Course Technology PTR2003 |480 Pages | ISBN: 1592000371 | PDF | 2 MB
You’ve tackled the basics. You can blend textures and manipulate vertex buffers with the best of them. So what now? "Advanced Animation with DirectX" will show you how…
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- 1
- Microsoft XNA Game Studio Creators Guide: An Introduction to XNA Game Programming (Repost)
Microsoft XNA Game Studio Creators Guide: An Introduction to XNA Game ProgrammingPublisher: McGraw-Hill Osborne Media | ISBN: 007149071X| edition 2007 | PDF | 482 pages | 14,6 mb
Create complete 3D games using Microsoft XNA Game Studio Express and this hands-on guide. Written by experienced game developers, Microsoft XNA…
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- 26
- ShaderX6: Advanced Rendering (ShaderX)
Product Description
Welcome to ShaderX6, the latest volume in the cutting-edge, indispensable series for game and graphics programmers. This all-new volume is packed with a collection of insightful techniques, innovative approaches to common problems, and practical tools and tricks that provide you with a complete shader programming toolbox. Every article was…
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- 13
- Seeing.Data.Designing.User.Interfaces.for.Database.Systems.Using.dot.NET
Seeing Data Designing User Interfaces for Database Systems Using dot NET
I've been designing and implementing database applications for longer than I'd care to talk about. For the last ten years or so, much of my work has involved helping organizations and other developers improve their existing designs. Even if this…
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最近更新游戏开发电子书
电子书:Retro Game Programming (ReUp)
内容概述:Earl John Carey, “Earl John Carey, "Retro Game Programming"”
Course Technology PTR | 2005 | ISBN: 1592009069 | 336 pages | PDF | 4,7 MB
"Retro Game Programming" is the gateway to the inner sanctums of game programming, past and present. It is designed to make retro game programming easy for anyone to learn. The staggering advances from the arcade games of yesterday to today’s realistic computer games may seem daunting. When you conquer the underlying principles of retro game programming, however, you are on your way to understanding the complexities of modern game programming-by mastering the past, you are more likely to understand the present. The machines studied in this book are a part of a great legacy that began the journey leading us to the mind-blowing capabilities of today's computers. By studying the programming concepts used to create these classic games you will develop solid programming techniques that you can apply to more modern machines and software. What better way to accomplish that task than to start at the beginning-with the games that launched the video game craze!
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电子书:Texturing & Modeling, Third Edition
内容概述:Texturing & Modeling, Third Edition
Publisher: Morgan Kaufmann | 2003 | 721 pages | ISBN 1558608486 |PDF | 11,8 mb
The third edition of this classic tutorial and reference on procedural texturing and modeling is thoroughly updated to meet the needs of today's 3D graphics professionals and students. New for this edition are chapters devoted to real-time issues, cellular texturing, geometric instancing, hardware acceleration, futuristic environments, and virtual universes. In addition, the familiar authoritative chapters on which readers have come to rely contain all-new material covering L-systems, particle systems, scene graphs, spot geometry, bump mapping, cloud modeling, and noise improvements. There are many new spectacular color images to enjoy, especially in this edition's full-color format. As in the previous editions, the authors, who are the creators of the methods they discuss, provide extensive, practical explanations of widely accepted techniques as well as insights into designing new ones.
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电子书:Game Programming All in One (The Premier Press Game Development Series)
内容概述:Game Programming All in One (The Premier Press Game Development Series)
Publisher: Muska & Lipman/Premier-Trade | 2002 | 991 pages | ISBN: 1931841233 | PDF | 26,4 mb
When combined with Visual C++, Game Programming All in One provides everything you need to get started as a game developer. Divided into increasingly advanced sections, it covers the most important elements of game development. Less experienced developers can start with the basics of C++ programming and can test their skills by developing two simple text games. After that, you're ready to move on to Windows programming and the main components of DirectX: DirectGraphics, DirectSounds, and DirectInput. Enhance your game design skills as you build a game library that you will use throughout the remainder of the book. The final sections cover advanced programming topics including mathematics, physics, and artificial intelligence. Put your new skills to the test as you conclude by building a full game.
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电子书:Flash 10 Multiplayer Game Essentials
内容概述:Flash 10 Multiplayer Game Essentials
Apress | 2010-07-09 | ISBN: 1847196608 | 336 pages | PDF | 3.55 Mb
Create exciting real-time multiplayer games using Flash
* A complete end-to-end guide for creating fully featured multiplayer games
* The author's experience in the gaming industry enables him to share insights on multiplayer game development
* Walk-though several real-time multiplayer game implementations
* Packed with illustrations and code snippets with supporting explanations for ease of understanding
In Detail
Multiplayer web-based games are more popular than any others, and developing your own is an exciting challenge. But developing multiplayer games is a complex task. There are few resources that explain how to build multiplayer games from the ground up.
This comprehensive guide is packed with practical examples and insights into basic and fundamental knowledge for developing real-time multiplayer games in Flash.
This book starts with the essential ingredients to develop Flash games using Flash Builder 4 and AS3, followed by the basic Flash programming that you need to know in order to write any Flash game. You will learn the basic features that a developer must implement for any multiplayer game. The chapters discuss the challenges you will face when developing a multiplayer game. You will learn to leverage the PulseUI framework to quickly develop a multiplayer game along with all the required screen management. The simple, but powerful, Pulse API model required for multiplayer game development is thoroughly explained as well. As you go through these concepts, you will learn to implement them using code examples.
The last section takes you through four multiplayer game implementations of increasing complexity: first a simple turn-based TicTacToe, followed by a multi-player Jigsaw, a card-based racing game, and finally a complex space racing game.
A development guide for all your multiplayer games
What you will learn from this book
* Explore the essential functionalities of a Game Server
* Exchange information between the players using game state actions
* Customize parts of the game screens--login, new game screen, players, friends display, and more
* Prototype your multiplayer games rapidly using PulseUI
* Walk through the code that manages the graphics of a game
* Model complex game environments using XML game schema
* Design the schema needed to implement a game using game states
* Delve into the basics of screen management and the Pulse game state APIs
* Deploy the game design schema required for multiplayer games
*
Approach
The book provides all the essentials needed to implement a fully featured multiplayer game in Flash. It begins by dissecting a basic hello-world example providing its code and an insight into each feature that is required. Following the book is easy because of the excellent illustrations and working code samples. Four complete game implementations with increasing complexity are discussed; each example is presented with detailed design, implementation code, and screenshots.
Who this book is written for
This book discusses essentials for beginner to intermediate Flash Developers who have perhaps created a game or two in Flash and want to take the next step, and create something that can be played by two or more players over the internet. This book will appeal to professional and amateur developers with an inclination to build synchronous multiplayer games with Flash. No prior knowledge of networking or server-side programming is required.
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电子书:Introduction to Game AI
内容概述:Introduction to Game AI
Publisher: Course Technology PTR | pages: 368 | 2010 | ISBN: 1598639986 | PDF | 3,77 mb
Today's game players expect increasingly realistic interaction within games. "Introduction to Game AI" teaches readers who are new to game AI the skills they need through hands-on projects based on small, understandable games. While there are many books that take a more advanced approach to this topic, this is one of the only books that focuses specifically on beginners. Every project in the book can be completed using tolls that are available for free online, and new skills are taught using easy to follow instructions and examples.
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电子书:iPhone 3D Game Programming All In One
内容概述:iPhone 3D Game Programming All In One
Publisher: Course Technology PTR | pages: 306 | 2010 | ISBN: 1435454782 | PDF | 16,9 mb
This is a complete guide to iPhone and iPod Touch game development. Beginning with the basics and ending with a finished game published in the App store this book covers all the fundamentals. The combined strength of Unity and the iPhone development platform are used to full effect allowing even complete novices to create and publish an iPhone game.
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电子书:C# Game Programming: For Serious Game Creation
内容概述:Daniel Schuller, "C# Game Programming: For Serious Game Creation"
Course Technology PTR | 2010 | ISBN: 1435455568 | 488 pages | PDF | 5,6 MB
Even experienced game developers sometimes have a hard time making their vision for a great game a reality. The number of available programming languages, libraries, and production methods can make the development process overwhelming and result in complicated, unreliable game code. C# Game Programming: For Serious Game Creation shows programmers how to write simple, clean, and reliable code step-by-step through the creation of a basic game. The game is built using C#, a high-level programming language, and OpenGL, an industry favorite for graphics display. You'll get an overview of the methods and libraries used to build good games, learn how to use those libraries and create your own, and finally build your own scrolling shooter game. You'll even find tips and information on how to develop your own game ideas and you'll have an excellent code base to work with. C# Game Programming: For Serious Game Creation pres you with all the information you need to take your game ideas from concept to completion.
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电子书:Beginning .NET Game Programming in VB.NET (Repost)
内容概述:Beginning .NET Game Programming in VB.NETByEllen Hatton, Alexandre Santos Lobao, David Weller
Publisher:Apress2004 |440 Pages | ISBN: 1590594010 | PDF | 6 MB
The book's greatest strength: the fact that it is very much grounded in writing a game.
- Craig Andera, .NET Practice Lead, Wangdera Corporation
This highly-anticipated title provides a clear introduction to game programming for you, VB.NET programmers! Microsoft insiders have written an easy-to-read guide, so you can start programming games quickly. This book even includes an introduction to Managed DirectX9, and other advanced .NET features, like animation and sounds.
Code examples are actually complete games, and include .Nettrix , .Netterpillars, River Pla.NET, Magic KindergarteN., D-iNfEcT, Nettrix II (for the Pocket PC), and a version of the classic game, Spacewars.
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电子书:Modeling a Character in 3DS Max {Repost}
内容概述:Modeling a Character in 3DS Max, Second Edition
Publisher: Jones & Bartlett Publishers | ISBN: 155622088X | edition 2005 | PDF | 602 pages | 62,5 mb
In this update to his best-selling character modeling book, professional modeler and animator Paul Steed shares a number of tips, tricks, and techniques that have made him one of the industry s most recognized 3D artists. Modeling a Character in 3ds max, Second Edition provides readers a professional-level skill set as it chronicles the creation of a single low-poly real-time character from concept to texture mapping, and gives insight into the process of creating a high-resolution character. Learn how to: Model with primitives, Use extrusions and Booleans, Mirror and reuse models, Optimize the mesh, Create and apply textures, Loft shapes
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电子书:Unity Game Development Essentials (Repost)
内容概述:Unity Game Development EssentialsByWill Goldstone
Publisher:Packt Publishing2009 |316 Pages | ISBN: 184719818X | PDF | 5 MB
Build fully functional, professional 3D games with realistic environments, sound, dynamic effects, and more!
Kick start game development, and build ready-to-play 3D games with ease
Understand key concepts in game design including scripting, physics, instantiation, particle effects, and more
Test & optimize your game to perfection with essential tips-and-tricks
Written in clear, plain English, this book is packed with working examples and innovative ideas
This book is based on Unity version 2.5 and uses JavaScript for scripting
In Detail
Game engines are central to the video games we know and love. From the artwork to the mathematics that underpin the frames onscreen, the engine calls the shots. Aside from offering one of the leading 3D game engines, Unity also provides a superlative development tool - a tool that can produce professional standard games for Mac, PC, and the Unity Web Player.
This book is a complete exercise in game development covering environments, physics, sound, particles, and much more, to get you up and working with Unity quickly.
Taking a practical approach, this book will introduce you to the concepts of developing 3D games before getting to grips with development in Unity itself. From creating 3D worlds to scripting and creating simple game elements you will learn everything you'll need to get started with game development for the PC, Mac, and Web.
This book is designed to cover a set of easy to follow examples, which culminate in the production of a First Person 3D game, complete with an interactive island environment. By introducing common concepts of game and 3D production, you'll explore Unity to make a character interact with the game world, and build puzzles for the player to solve, in order to complete the game. At the end of the book, you will have a fully working 3D game and all the skills required to extend the game further, giving your end-user, the player, the best experience possible. Soon you will be creating your own 3D games with ease!
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电子书:3D Game Development with Microsoft Silverlight 3: Beginner's Guide (Repost)
内容概述:3D Game Development with Microsoft Silverlight 3: Beginner's GuideByGastón C. Hillar
Publisher:Packt Publishing2009 |452 Pages | ISBN: 1847198929 | PDF | 10 MB
A practical guide to creating real-time responsive online 3D games in Silverlight 3 using C#, XBAP WPF, XAML, Balder, and Farseer Physics Engine
Develop online interactive 3D games and scenes in Microsoft Silverlight 3 and XBAP WPF
Integrate Balder 3D engine 1.0, Farseer Physics Engine 2.1, and advanced object-oriented techniques to simplify the game development process
Enhance development with animated 3D characters, sounds, music, physics, stages, gauges, and backgrounds
Packed with inspiring, realistic examples offering impressive graphics, strong performance, and a rich interactive experience
In Detail
Microsoft Silverlight is a programmable web browser plug-in that enables the animation, vector graphics, and audio-video playback features that characterize Rich Internet Applications. Silverlight is a great (and growing) RIA platform and games are the next level to exploit in it. But it doesn't offer 3D capabilities out of the box and integrating a 3D engine can involve lot of complex mathematics and matrix algebra. This book will help C# developers to get their fingers on the pulse of 3D in Silverlight.
This book uses Balder, an open source 3D engine offering 3D capabilities for Silverlight 3. It leaves out boring matrix algebra and complex 3D mathematics. By the end of the book you will have explored the entire engine, and will be able to design and program your own 3D games with ease!
The book begins by introducing you to the fundamental concepts of 2D games and then drives you into the 3D world, using easy-to-follow, step-by-step examples. The book employs amazing graphics and impressive performance, and increasingly adds more features to a 3D game giving you a rich interactive experience.
By following the practical examples in this book, you will learn the important concepts, from the creation of the initial models, up to the addition of physics and artificial intelligence.
The book helps you to provide realistic behaviors for 3D characters by enveloping models with different textures, using lights to create effects, animating multiple 3D characters using a physics engine (Farseer Physics Engine), and simulating real-life physics. Videos, music, and sounds associated with specific events offer the final touches to the 3D game development learning experience.
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电子书:Compilers: Principles, Techniques {Repost}
内容概述:Compilers: Principles, Techniques
Publisher: Addison Wesley | ISBN: 0321486811 | edition 2006 | PDF | 1038 pages | 47,2 mb
This book provides the foundation for understanding the theory and pracitce of compilers. Revised and updated, it reflects the current state of compilation.Every chapter has been completely revised to reflect developments in software engineering, programming languages, and computer architecture that have occurred since 1986, when the last edition published.The authors, recognizing that few readers will ever go on to construct a compiler, retain their focus on the broader set of problems faced in software design and software development.Computer scientists, developers, and aspiring students that want to learn how to build, maintain, and execute a compiler for a major programming language.
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