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Introduction to game development

Author: Steve Rabin
Publisher: Boston, MA : Course Technology Cengage Learning, ©2010.
Series: Game development series (Charles River Media (Firm))
Edition/Format:   Book   Computer File : English : 2nd edView all editions and formats
Database:WorldCat
Summary:

Surveying all aspects of the theory and practice of game development and design, this book is divided into several independent parts, including game programming, game production/design, and the  Read more...

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Details

Material Type: Internet resource
Document Type: Book, Computer File, Internet Resource
All Authors / Contributors: Steve Rabin
ISBN: 9781584506799 1584506792 9780840031037 0840031033
OCLC Number: 390779297
Description: xxv, 980 pages : illustrations (some color) ; 24 cm + 1 CD-ROM (4 3/4 in.).
Details: System requirements: Intel Pentium -series, AMD Athlon or newer processor; Windows XP (64MB RAM) or Windows 2000 (128MB RAM); 3D graphics card required for some sample applications; DirectX 9 or newer also required. The following software is required in order to take advantage of all the files provide on the CD-ROM; Microsoft Visual Studio, .NET 2003, 3ds max 6, Microsoft Word, Microsoft Excel, Microsoft PowerPoint, Adobe Reader, and QuickTime Player.
Contents: Part 1. Critical game studies. A brief history of video games / Robert T. Bakie ; Games and society / Robert T. Bakie --
pt. 2. Game design. Game design / Isaac Barry ; Game writing and interactive storytelling / Leslie Stirling --
pt. 3. Game programming: languages and architecture. Teams and processes / Noel Llopis ; C++, Java, and scripting languages / Noel Llopis ; Programming fundamentals / Noel Llopis ; Architecture / Noel Llopis ; Memory and I/O systems / Noel Llopis ; Debugging game / Steve Rabin --
pt. 4. Game programming: math, collision detection, and physics. Mathematical concepts / Eric Lengrel ; Collision detection and resolutlon / Steve Rabin and Bretton Wade ; Real-time game physics / Graham Rhodes --
pt. 5. Game programming: graphics, animation, AI, audio, and networking. Graphics / Tom Forsyth ; Character animation / Tom Forsyth ; Artificial intelligence: agents, architecture, and techniques / Steve Rabin ; Artificial intelligence: pathfindIng overview / Syrus Mesdaghi ; Audio programming / James Boer ; Networking and multiplayer / Chuck Walters. Part 6. Audio Visual design and production. Visual design / Mark Peasley ; 3D modeling / David Johnson ; 3D environments / Jeff Selbig ; 2D Textures and texture mapping / Tito Pagan ; Special effects / David Johnson ; Lighting / Peter Lewis ; Animation / Tito Pagan ; Cinematography / Peter Lewis ; Audio design and production / Tommy Tallarico and Todd M. Fay --
pt. 7. Game production and the business of games. Game production and project management / Tom Sloper ; Game industry roles and economics / Kathy Schoback ; The publisher-developer relationship / Ed Bartlett ; Marketing / Sue Bohle ; Intellectual property content, law, and practice / Stephen Rubin ; Content regulation / Stephen Rubin.
Series Title: Game development series (Charles River Media (Firm))
Responsibility: edited by Steve Rabin.
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