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Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design …
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 …
An In-Depth, Practical Guide to GPGPU Programming Using Direct3D 11GPGPU Programming for Games and Science demonstrates how to achieve the following requirements to tackle …
If you want to be successful in any area of game development—game design, programming, graphics, sound, or publishing—you should know how standouts in the industry approach their …
Graphics Shaders: Theory and Practice is intended for a second course in computer graphics at the undergraduate or graduate level, introducing shader programming in general, but …
Basics of Game Design is for anyone wanting to become a professional game designer. Focusing on creating the game mechanics for data-driven games, it covers role-playing, real-time …
This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and …
Design and Implementation of 3D Graphics Systems covers the computational aspects of geometric modeling and rendering 3D scenes. Special emphasis is given to the architectural …
This book covers essential tools and techniques for programming the graphics processing unit. Brought to you by Wolfgang Engel and the same team of editors who made the ShaderX …
Important elements of games, movies, and other computer-generated content, shadows are crucial for enhancing realism and providing important visual cues. In recent years, there …