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  1. Learn RPGs in GameMaker: Studio
    Build and Design Role Playing Games
    Author: Tyers, Ben
    Published: 2017
    Publisher:  Apress, Berkeley, CA

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781484229460
    Other identifier:
    RVK Categories: ST 324
    Subjects: Computer science; Computer graphics; Multimedia systems; Computer Science; Game Development; Media Design; Computer Graphics; Informatik; Computerspiel; Multimedia; Programmierung
    Scope: 1 Online-Ressource (XIII, 318 Seiten), 125 Illustrationen (farbig)
  2. Heritage preservation
    a computational approach
    Contributor: Chanda, Bhabatosh (Publisher); Chaudhuri, Subhasis (Publisher); Chaudhury, Santanu (Publisher)
    Published: [2018]
    Publisher:  Springer, Singapore

    Technische Hochschule Augsburg
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    Source: Union catalogues
    Contributor: Chanda, Bhabatosh (Publisher); Chaudhuri, Subhasis (Publisher); Chaudhury, Santanu (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9789811072215
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    RVK Categories: AK 87250
    Subjects: Computer Science; Information Systems Applications (incl. Internet); Computer Imaging, Vision, Pattern Recognition and Graphics; Computer science; Computer graphics; Digital Humanities; Kulturgüterschutz; Kulturerbe
    Scope: 1 Online-Ressource (XII, 345 Seiten)
  3. Practical game design
    learn the art of game design through applicable skills and cutting-edge insights
    Published: 2018
    Publisher:  Packt Publishing, Birmingham, UK

    Hochschule Kempten, Hochschulbibliothek
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    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781787122161; 1787122166
    RVK Categories: ST 324
    Subjects: Computer games; Computer graphics; Softwareentwicklung; Computerspiel
    Scope: 1 Online-Ressource (XI, 455 Seiten), Illustrationen
  4. Developing Turn-Based Multiplayer Games
    with GameMaker Studio 2 and NodeJS
    Author: Rajiv, Yadu
    Published: 2018
    Publisher:  Apress, Berkeley, CA

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781484238615
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    RVK Categories: ST 324
    Subjects: Game Development; Programming Languages, Compilers, Interpreters; Computer Graphics; Computer games—Programming; Computer science; Computer graphics; Programmierung; Computerspiel
    Scope: 1 Online-Ressource (XV, 206 Seiten), 30 Illustrationen
  5. Beginning OpenGL game programming
    Published: 2009
    Publisher:  Course Technology, Boston, MA

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 1598637231; 9781598637236
    RVK Categories: ST 321
    Edition: 2nd ed
    Subjects: OpenGL.; GAMES / Video & Electronic; Computer games / Programming; Computer graphics; Three-dimensional display systems; Array; Computerspiel; OpenGL; Programmierung
    Scope: 1 online resource
  6. Unity 3D game development by example
    beginner's guide
    Published: 2010
    Publisher:  Packt Pub., Birmingham, UK

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781849690553; 1849690553
    Subjects: COMPUTERS / Computer Graphics; Computer games / Programming; Computer graphics; Three-dimensional display systems; Array; Programmierung; Computerspiel
    Scope: 1 online resource (ix, 364 pages), illustrations
    Notes:

    Print version record

    In Detail Beginner game developers are wonderfully optimistic, passionate, and ambitious. But that ambition is often dangerous! Too often, budding indie developers and hobbyists bite off more than they can chew. Some of the most popular games in recent memory - Doodle Jump, Paper Toss, and Canabalt, to name a few - have been fun, simple games that have delighted players and delivered big profits to their creators. This is the perfect climate for new game developers to succeed by creating simple games with Unity 3D, starting today. This book starts you off on the right foot, emphasizing small, simple game ideas and playable projects that you can actually finish. The complexity of the games increases gradually as we progress through the chapters. The chosen examples help you learn a wide variety of game development techniques. With this understanding of Unity 3D and bite-sized bits of programming, you can make your own mark on the game industry by finishing fun, simple games.

    This book shows you how to build crucial game elements that you can reuse and re-skin in many different games, using the phenomenal (and free!) Unity 3D game engine. It initiates you into indie game culture by teaching you how to make your own small, simple games using Unity3D and some gentle, easy-to-understand code. It will help you turn a rudimentary keep-up game into a madcap race through hospital hallways to rush a still-beating heart to the transplant ward, program a complete 2D game using Unity's User Interface controls, put a dramatic love story spin on a simple catch game, and turn that around into a classic space shooter with spectacular explosions and "pew" sounds! By the time you're finished, you'll have learned to develop a number of important pieces to create your own games that focus in on that small, singular piece of joy that makes games fun.

    This book shoots straight for the heart of fun, simple game design and keeps shooting until you have all the pieces you need to assemble your own great games. Approach The book takes a clear, step-by-step approach to building small, simple game projects. It focuses on short, attainable goals so that the reader can finish something, instead of trying to create a complex RPG or open-world game that never sees the light of day. This book encourages readers hungry for knowledge. It does not go into gory detail about how every little knob and dial functions - that's what the software manual is for! Rather, this book is the fastest path from zero to finished game using the Unity 3D engine. Who this book is for If you've ever wanted to develop games, but have never felt "smart" enough to deal with complex programming, this book is for you. It's also a great kick-start for developers coming from other tools like Flash, Unreal Engine, and Game Maker Pro

  7. Beginning Java SE 6 game programming
    Published: 2012
    Publisher:  Course Technology, Boston, MA

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781435458093; 1435458095; 1435458087; 9781435458086
    Edition: 3rd ed
    Subjects: GAMES / Video & Electronic; Computer games / Programming; Computer graphics; Java (Computer program language); Computerspiel; Java Standard Edition 6; Programmierung; Array; Java Standard Edition 6; Programmierung; Computerspiel
    Scope: 1 online resource (xix, 369 pages), illustrations
    Notes:

    Print version record

  8. Unity 3.x game development essentials
    game development with C and Javascript = Game development with C sharp and Javascript
    Published: 2011
    Publisher:  Packt Pub., Birmingham, UK

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781849691451; 1849691452
    RVK Categories: ST 324
    Edition: 2nd ed
    Series: Community experience distilled
    Subjects: Unity (Electronic resource); Unity (Electronic resource); GAMES / Video & Electronic; Computer games / Design; Computer games / Programming; Computer graphics; Three-dimensional display systems; Array; Computerspiel; Programmierung; Dreidimensionale Computergrafik
    Scope: 1 online resource (x, 462 pages), illustrations
    Notes:

    Print version record

    This book follows an informal, demystifying approach to the world of game development with the Unity game engine. With no prior knowledge of game development or 3D required, you will learn from scratch, taking each concept at a time working up to a full 3D mini-game. You'll learn scripting with C or JavaScript and master the Unity development environment with easy-to-follow stepwise tasks. If you're a designer or animator who wishes to take their first steps into game development or prototyping, or if you've simply spent many hours sitting in front of video games, with ideas bubbling away in

  9. Serious games
    4th Joint International Conference, JCSG 2018, Darmstadt, Germany, November 7-8, 2018 : proceedings
    Contributor: Göbel, Stefan (Publisher); Garcia-Agundez, Augusto (Publisher); Tregel, Thomas (Publisher); Ma, Minhua (Publisher); Hauge, Jannicke Baalsrud (Publisher); Oliveira, Manuel (Publisher); Marsh, Tim (Publisher); Caserman, Polona (Publisher)
    Published: [2018]
    Publisher:  Springer, Cham, Switzerland

    Technische Hochschule Augsburg
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  10. Encyclopedia of computer graphics and games
    Contributor: Lee, Newton (Publisher)
    Published: [2020]
    Publisher:  Springer, Cham

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    Contributor: Lee, Newton (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319082349
    Other identifier:
    RVK Categories: ST 320 ; ST 324
    Subjects: Computer Graphics; Computer Imaging, Vision, Pattern Recognition and Graphics; Computer graphics; Computer vision; Computergrafik; Computerspiel
    Scope: 1 Online-Ressource
  11. Visual computing for cultural heritage
    Contributor: Liarokapis, Fotis (Publisher); Voulodimos, Athanasios (Publisher); Doulamis, Nikolaos (Publisher); Doulamis, Anastasios (Publisher)
    Published: [2020]
    Publisher:  Springer, Cham

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    Source: Union catalogues
    Contributor: Liarokapis, Fotis (Publisher); Voulodimos, Athanasios (Publisher); Doulamis, Nikolaos (Publisher); Doulamis, Anastasios (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783030371913
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    Series: Springer series on cultural computing
    Subjects: Computer Graphics; User Interfaces and Human Computer Interaction; Cultural Heritage; Game Development; Computer graphics; User interfaces (Computer systems); Cultural heritage; Computer games—Programming; Computergrafik; Mensch-Maschine-Kommunikation; Benutzeroberfläche; Computerspiel
    Scope: 1 Online-Ressource (ix, 444 Seiten), Illustrationen
  12. Practical Shader Development
    Vertex and Fragment Shaders for Game Developers
    Published: 2019
    Publisher:  Apress, Berkeley, CA

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781484244579
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    Subjects: Game Development; Computer Graphics; Computer games—Programming; Computer graphics; Softwareentwicklung; Computerspiel
    Scope: 1 Online-Ressource (XXI, 381 Seiten), 159 Illustrationen, 136 Illustrationen (farbig)
  13. VR Integrated Heritage Recreation
    Using Blender and Unreal Engine 4
    Published: 2020
    Publisher:  Apress, Berkeley, CA

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781484260777
    Other identifier:
    Edition: First edition 2020
    Subjects: Game Development; Computer Graphics; Computer games—Programming; Computer graphics; Spiel-Engine; Programmierung; Computergrafik; Computerspiel; Blender <Programm>
    Scope: 1 Online-Ressource (XVI, 332 Seiten), Illustrationen
  14. Game development with Blender
    Published: 2014
    Publisher:  Cengage Learning, Boston

    Universitätsbibliothek Erlangen-Nürnberg, Hauptbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 1435456629; 9781435456624; 9781435456631
    Subjects: Computer games / Programming; Computer graphics; Blender <Programm>; Computerspiel; Programmierung
    Scope: 1 Online-Ressource (xiv, 434 p.)
    Notes:

    "Cengage Learning PTR.". - Includes index

  15. Beginning OpenGL game programming
    Published: c2009
    Publisher:  Course Technology, Boston, MA

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 159863528X; 1598637231; 9781598635287; 9781598637236
    Edition: 2nd ed
    Subjects: GAMES / Video & Electronic; OpenGL.; Computer games / Programming; Computer graphics; Three-dimensional display systems; Computer games; Computer graphics; Three-dimensional display systems; Computerspiel; OpenGL; Programmierung
    Scope: 1 Online-Ressource
    Notes:

    Title from title screen. - Previous ed.: published as by Dave Astle, Kevin Hawkins. - Includes index and link to CD content

  16. The uncanny valley
    in games and animation
    Published: [2015]
    Publisher:  CRC Press, Boca Raton, FL

    Hochschule für angewandte Wissenschaften Würzburg-Schweinfurt, Abteilungsbibliothek Schweinfurt
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    Technische Hochschule Würzburg-Schweinfurt Bibliothek
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781466586956; 1466586958; 9781466586949
    RVK Categories: AP 15963 ; ST 324
    Subjects: Gesellschaft; Computer animation; Computer graphics; Computer games; Computer games; Human mechanics; Computeranimation; Videospiel; Computerspiel; Charakterdesign
    Scope: 1 Online-Ressource (xxiv, 204 pages)
    Notes:

    Includes bibliographical references

  17. Handbook of Computer Animation
    Contributor: Vince, John (Publisher)
    Published: 2003
    Publisher:  Springer London, London

    One of the challenges facing professionals working in computer animation is keeping abreast of the latest developments and future trends - some of which are determined by industry where the state-of-the-art is continuously being re-defined by the... more

    Universität der Bundeswehr München, Universitätsbibliothek
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    One of the challenges facing professionals working in computer animation is keeping abreast of the latest developments and future trends - some of which are determined by industry where the state-of-the-art is continuously being re-defined by the latest computer-generated film special effects, while others arise from research projects whose results are quickly taken on board by programmers and animators working in industry. This handbook will be an invaluable toolkit for programmers, technical directors and professionals working in computer animation. A wide range of topics are covered including: * Computer games * Evolutionary algorithms * Shooting and live action * Digital effects * Cubic curves and surfaces * Subdivision surfaces * Rendering and shading Written by a team of experienced practitioners, each chapter provides a clear and precise overview of each area, reflecting the dynamic and fast-moving field of computer animation. This is a complete and up-to-date reference book on the state-of-the-art techniques used in computer animation

     

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    Source: Union catalogues
    Contributor: Vince, John (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781447100911
    Other identifier:
    RVK Categories: ST 300 ; ST 320
    Edition: 1st ed. 2003
    Series: Springer Professional Computing
    Subjects: Computer Graphics; Image Processing and Computer Vision; Mathematics of Computing; Computer graphics; Optical data processing; Computer science—Mathematics; Realistische Computergrafik; Dreidimensionale Computergrafik; Computerspiel; Spezialeffekt; Evolutionärer Algorithmus; Computeranimation; Fläche; Kurve
    Scope: 1 Online-Ressource (XIII, 244 p)
  18. Game physics
    Published: c2004
    Publisher:  Elsevier/Morgan Kaufmann, Amsterdam

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781558607408; 1558607404
    Edition: 1st ed
    Series: Morgan Kaufmann series in interactive 3D technology
    Subjects: Computergraphics; Driedimensionale afbeeldingen; Interactieve computerprogramma's; Processamento de imagens; Teoria e técnicas de programação; Processamento eletrônico de dados; Física (aplicações); Computerspiel; Physikalisches System; Programmierung; Simulation; Computer games / Programming; Physics / Data processing; Computer games / Programming; Physics / Data processing; Computer games / Programming; Computer graphics; Physics / Computer simulation; Three-dimensional display systems; Datenverarbeitung; Computer games; Physics; Computer graphics; Three-dimensional display systems; Programmierung; Simulation; Computerspiel; Metamathematik; Physikalisches System; Softwareentwicklung; Dreidimensionale Computergrafik
    Scope: xxxvi, 776 p.
    Notes:

    Game Physics is an introduction to the ideas and techniques needed to create physically realistic 3D graphic environments. As a companion volume to Dave Eberly's industry standard 3D Game Engine Design, Game Physics shares a similar practical approach and format. Dave includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them. He then describes all the algorithmic foundations and uses code examples and working source code to show how they are implemented, culminating in a large collection of physical simulations. This book tackles the complex, challenging issues that other books avoid, including Lagrangian dynamics, rigid body dynamics, impulse methods, resting contact, linear complementarity problems, deformable bodies, mass-spring systems, friction, numerical solution of differential equations, numerical stability and its relationship to physical stability, and Verlet integration methods. Dave even describes when real physics isn't necessary-and hacked physics will do

    Includes bibliographical references and index

  19. Game physics
    Published: 2010
    Publisher:  Morgan Kaufmann, Amsterdam

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780123749031; 0123749034
    Edition: 2nd ed
    Subjects: Computer games / Programming; Computer graphics; Physics / Computer simulation; Three-dimensional display systems; Computer games; Physics; Computer graphics; Three-dimensional display systems; Computerspiel; Softwareentwicklung; Simulation; Physikalisches System; Metamathematik; Programmierung; Dreidimensionale Computergrafik
    Notes:

    Create physically realistic 3D Graphics environments with this introduction to the ideas and techniques behind the process. Author David H. Eberly includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them. He then describes all the algorithmic foundations and uses code examples and working source code to show how they are implemented, culminating in a large collection of physical simulations. The book tackles the complex, challenging issues that other books avoid, including Lagrangian dynamics, rigid body dynamics, impulse methods, resting contact, linear complementarity problems, deformable bodies, mass-spring systems, friction, numerical solution of differential equations, numerical stability and its relationship to physical stability, and Verlet integration methods. This book even describes when real physics isn't necessary - and hacked physics will do. - CD-ROM with extensive C++ source code that supports physical simulation; has many illustrative applications for Windows, Linux, and OS X; and is compatible with many game engines - including the Wild Magic engine, for which the complete source code is included. - Includes exercises for instructional use and review of essential mathematics. - Revised and updated to include a new chapter about fluid dynamics based on the Navier-Stokes equations. The CD-ROM contains implementations that run in real time using the graphics hardware. The chapter on physics engines was rewritten to include new sections on the physics tick, on multithreaded and multiprocessor collision culling, and on velocity-based dynamics

    Includes bibliographical references and index

  20. 3D game engine architecture
    engineering real-time applications with Wild Magic
    Published: ©2005
    Publisher:  Morgan Kaufman Publishers, Amsterdam

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 1417577371; 9781417577378; 9780122290640; 012229064X; 1592782639; 9781592782635
    Series: Morgan Kaufmann series in interactive 3D technology
    Subjects: Computer games / Programming; Computer graphics; Three-dimensional display systems; Real-time programming; GAMES / Video & Electronic; Computer games / Programming; Computer graphics; Three-dimensional display systems; Real-time programming; Computer games / Programming; Computer graphics; Real-time programming; Three-dimensional display systems; Computação gráfica; Tempo-real; Terceira dimensão; Jogos de computador; Computer games; Computer graphics; Three-dimensional display systems; Real-time programming; Echtzeitbildverarbeitung; Computerspiel; Dreidimensionale Computergrafik; Programmierung
    Scope: xv, 736 pages
    Notes:

    Includes bibliographical references and index

    Dave Eberly's 3D Game Engine Design was the first professional guide to the essential concepts and algorithms of real-time 3D engines and quickly became a classic of game development. Dave's new book 3D Game Engine Architecture continues the tradition with a comprehensive look at the software engineering and programming of 3D engines. This book is a complete guide to the engineering process, starting with a walk-through of the graphics pipeline showing how to construct the core elements of 3D systems, including data structures, the math system, and the object system. Dave explains how to manage data with scene graphs, how to build rendering and camera systems, and how to handle level of detail, terrain, and animation. Advanced rendering effects such as vertex and pixel shaders are also covered as well as collision detection and physics systems. The book concludes with a discussion of application design, development tools, and coding standards for the source code of the new version of the Wild Magic engine included on the CD-ROM. Wild Magic is a commercial-quality game engine used by many companies and is a unique resource for the game development community. *CD-ROM with the complete C++ source code for Wild Magic version 3, a commercial-quality game engine for Windows, Linux, and OS X. *A comprehensive, practical guide to all the steps necessary to build professional-quality real-time simulations with just minimal mathematics required. *Emphasizes the application of software engineering principles and describes the architecture of large libraries

  21. 3D game environments
    create professional 3D game worlds
    Author: Ahearn, Luke
    Published: ©2008
    Publisher:  Focal Press/Elsevier, Amsterdam

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780240808956; 0240808959; 9780080569345; 008056934X
    Subjects: GAMES / Video & Electronic; Computer games / Programming; Computer graphics; Three-dimensional display systems; Juegos con computador / Programación; Gráficos por computador; Sistemas de representación tridimensional; Computer games; Computer graphics; Three-dimensional display systems; Programmierung; Dimension 3; Computerspiel
    Scope: xxiii, 374 pages
    Notes:

    Includes index

    The ultimate resource to help you create triple-A quality art for a variety of game worlds; 3D Game Environments offers detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine. Using Photoshop and 3ds Max as his primary tools, Luke Ahearn explains how to create realistic textures from photo source and uses a variety of techniques to portray dynamic and believable game worlds. From a modern city to a steamy jungle, learn about the planning and technological considerations for 3D modeling, UV layout, and creating textures that goes into developing a realistic and appealing game environment with: * The entire game world development process: from planning to modeling and texturing. * Exercises and projects to practice with: each section includes projects to practice creating different world genres. * CD with source art to practice with and use in your own projects, program demos, and plug-ins

    "3D Game Environments is the ultimate resource to help you create triple-A quality art for a variety of game worlds. Primarily using Photoshop and 3ds Max, you'll learn to create realistic textures from photo sources and a variety of techniques to portray dynamnic and believable game worlds. With detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine, Luke Ahearn gives you everything you need to make your own realistic game environments."--Jacket

  22. Game design workshop
    a playcentric approach to creating innovative games
    Published: ©2008
    Publisher:  Elsevier Morgan Kaufmann, Amsterdam

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780240809748; 0240809742; 9780080560397; 0080560393
    Edition: 2nd ed
    Subjects: GAMES / Video & Electronic; Computer games / Design; Computer games / Programming; Computer graphics; Spelprogrammering; Datorspel / design; Datorgrafik; Computer games; Computer games; Computer graphics; Programmierung; Entwurf; Computerspiel
    Scope: xx, 470 pages
    Notes:

    Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design. Features: * A design methodology used in the USC Interactive Media program, a cutting edge program funded in part of Electronic Arts. * Hands-on exercises demonstrate key concepts, and the design methodology * Insights from top industry game designers, including Noah Falstein, American McGee, Peter Molyneux

    Includes bibliographical references and index

  23. 3D game engine design
    a practical approach to real-time computer graphics
    Published: ©2007
    Publisher:  Elsevier Morgan Kaufmann, Amsterdam

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780080917993; 0080917992; 9780122290633; 0122290631
    Edition: 2nd ed
    Series: Morgan Kaufmann series in interactive 3D technology
    Subjects: COMPUTERS / Image Processing; COMPUTERS / Digital Media / Graphics Applications; PHOTOGRAPHY / Techniques / Digital; TECHNOLOGY & ENGINEERING / Imaging Systems; Computer games / Programming; Computer graphics; Real-time data processing; Three-dimensional display systems; Jogos de computador; Computação gráfica; Hipermídia; Computer graphics; Computer games; Real-time data processing; Three-dimensional display systems; Computerspiel; Programmierung; Dreidimensionale Computergrafik
    Scope: xxii, 1018 pages
    Notes:

    CD-ROM contains project files for Microsoft Visual Studio (6.0, 7.0, 7.1, 8.0), project files for Apple's Xcode 2.3, and makefiles for Linux.--P. [4] of cover

    A major revision of the international bestseller on game programming! Graphics hardware has evolved enormously in the last decade. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. 3D Game Engine Design, Second Edition shows step-by-step how to make a shader-based graphics engine and how to tame the new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics - all challenging subjects for developers. * Revision of the classic work on game engines - the core of any game. * Includes Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. * Fully revised and updated in 4 colors, including major new content on shader programming, physics, and memory management for the next generation game consoles and portables

    Includes bibliographical references (pages 973-979) and index

  24. 3D game textures
    create professional game art using Photoshop
    Author: Ahearn, Luke
    Published: ©2009
    Publisher:  Focal Press/Elsevier, Amsterdam

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780240811482; 0240811488; 9780080884394; 0080884393; 9780240818429; 0240818423
    Edition: 2nd ed
    Subjects: Adobe Photoshop; COMPUTERS / Programming / Games; Computer games / Programming; Computer graphics; Computergraphik; Computerspiel; Adobe Photoshop; Computer games --Programming; Computer graphics; Computer games; Computer graphics; Textur-Mapping; Computergrafik; Computerspiel; Adobe Photoshop
    Scope: xvi, 403 pages
    Notes:

    Includes index

    Finally the eagerly-awaited next edition of Luke Ahearn's cornerstone game art book: 3D Game Textures is on its way. The book will be refreshed per the latest revision of Photoshop and the latest game industry trends and developments. 3D Game Textures allows next-gen game artists to learn to create everything from bricks to books in Photoshop with this step-by-step instructional guide. Because texture is 99% of what a gamer sees when playing, this topic deserves considerable coverage but has gotten little attention. Unlike anything on the market, this book concentrates soley on texturing, and provides an in-depth guide to game texturing with hundreds of high-quality examples. Game artists learn all they need to know on the topic, including basic artistic principles, tools and techniques, and specific step-by-step tutorials that explain how to create textures for myriad environments.

    New Coverage of the latest version of Photoshop, including adding multiple edge tiling; adding Photoshop Bridge coverage; an updated metal tutorial and adding coverage of urban exteriors. Included in the second edition is a new chapter and an advanced project, featureing a large outdoor urban area - war torn city. Great amount of work on detailed textures (overlays and advanced blending in PS) that utilize many shaders. This environment will look roughly like Battlefield 2 or more recently Call of Duty 4. The scene will include effects as well - smoke and bullet holes. Grass, trees, curtains, signs, and more. The DVD includes: demo versions of relevant software as well as resource images.

    * Learn everything you need to create stunning, professional textures from one easy to follow guide which features tutorials and over 500 high-quality images * Follow the step-by-step tutorials to learn how to create suitable images which you can add to your portfolio and WOW prospective employers * Companion CD includes sample textures, Photoshop actions and brushes, and electronic versions of images you saw in the book - all the tools you need in one place! * Hit the ground running or get a leg up on the competition with the tips, tricks, and real world examples featured in this comprehensive guide

  25. 3D game textures
    create professioal game art using Photoshop
    Author: Ahearn, Luke
    Published: ©2012
    Publisher:  Focal Press, Waltham, MA

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780240820774; 0240820770; 9780240821283; 0240821289
    Edition: 3rd ed
    Subjects: Adobe Photoshop; GAMES / Video & Electronic; Computer games / Programming; Computer graphics; Computer games; Computer graphics; Computerspiel; Textur-Mapping; Computergrafik; Adobe Photoshop
    Scope: xvii, 413 pages
    Notes:

    A broadly enhanced new edition of Luke Ahearn's cornerstone game art book "3D Game Textures" is here. When digital art software was in its infancy, most digital art, especially vector art, was textureless. With the advance in software, it is now possible to incorporate texture into most types of digital art. However, if the artists cannot build their own textures, they are limited to using commercial textures. In this enhanced 3rd edition of Luke Ahearn's gem of a book, not only does Luke teach you how to create your own unique textures, he also teaches how to create shaders (the visual effects - reflections, refractions, opacity - that make textures come to life) and materials (collections of shaders that fill well together to map to a particular scene or environment). You can now expand your skill set immeasurably, and create more compelling, varied art work from scratch. Unlike anything on the market, this book provides an in-depth guide to game textures, shaders and materials- with hundreds of high-quality examples. The companion website includes: demo versions of relevant software; resource images; all images from the book. Learn everything you need to create stunning, professional textures from one easy to follow guide which features tutorials and over 500 high-quality images. Give your digital art depth and breadth; anyone can create a stone surface in Photoshop, learn to make that stone shine like it is wet, look as if it has actual depth and surface. NEW coverage of shaders and materials (the next generation of textures). Advance your CG art with textures (surface images), shaders (visual effects that you can add to textures) and materials (collections of shaders that fit well together). Companion website includes sample textures, shaders, materials, actions, brushes, and all art from the book- all the tools you need in one place!

    Includes bibliographical references and index