How To Design 3d Games With Web Technology Book 01
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Author | : Kenneth C. Finney |
Publisher | : Cengage Learning |
Total Pages | : 1152 |
Release | : 2012-12-03 |
Genre | : Computers |
ISBN | : 9781435457447 |
3D GAME PROGRAMMING ALL IN ONE, THIRD EDITION is perfect for anyone interested in learning the skills and processes involved in making 3D games. This new edition of the bestselling book shows you how to design and create every aspect of a fully featured game using the Torque 3D game engine. Starting with an introduction to game programming, this comprehensive book provides an overview of the gaming industry, game engines, programming, 3D concepts, texturing and modeling, and even audio engineering. After all the techniques are presented, you will use your new skills and the material on the DVD to create a game. The DVD contains everything you need to create a complete game, including all of the TorqueScript source code in sample and final form, the Torque 3D Tools Demo game engine, MilkShape 3D for 3D player and item modeling, The Gimp 2 for texture and image manipulation, Audacity for sound editing and recording, UVMapper for performing UV unwrapping tasks, and Torsion, the Integrated Development Environment tool for TorqueScript code.
Author | : Luke Ahearn |
Publisher | : Coriolis Group Books |
Total Pages | : 434 |
Release | : 2001 |
Genre | : Computers |
ISBN | : |
Creating computer games using Genesis 3D (computer-game development studio) software.
Author | : Luke Ahearn |
Publisher | : CRC Press |
Total Pages | : 502 |
Release | : 2017-03-16 |
Genre | : Computers |
ISBN | : 1317418158 |
From a steamy jungle to a modern city, or even a sci-fi space station, 3D Game Environments is the ultimate resource to help you create AAA quality art for a variety of game worlds. Primarily using Photoshop and 3ds Max, students will learn to create realistic textures from photo source and a variety of techniques to portray dynamic 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 students need to make their own realistic game environments.
Author | : Luke Ahearn |
Publisher | : CRC Press |
Total Pages | : 459 |
Release | : 2016-09-22 |
Genre | : Computers |
ISBN | : 1351859765 |
The new edition of 3D Game Textures: Create Professional Game Art Using Photoshop features the most up-to-date techniques that allow you to create your own unique textures, shaders, and materials. Revised to take new technology into account, it is an ideal hands-on resource for creating online worlds, simulations, web-based applications, and architectural visualization projects. Continuing the practical, no-nonsense approach of its predecessors, the fourth edition shows you how to advance your digital art skills with textures and shaders by exploring their interactions in single objects or entire scenes. It contains expanded coverage of shader nodes, and the companion website—www.lukeahearn.com/textures—has been updated to include video tutorials as well as updated sample textures, shaders, materials, actions, brushes, and all of the art from the book. Written with the beginner and the professional in mind, this book provides an excellent stepping stone for artists of any level. It shows aspiring artists how to create their own game textures. It also shows technically oriented professionals who struggle with artistic aspects of graphic design how to create textures in a way that they can relate to, while teaching technically challenged artists how to create their art in a fashion that allows them to set up their work with an eye toward the important technical aspects of game development.
Author | : |
Publisher | : Michael Reed |
Total Pages | : 168 |
Release | : |
Genre | : |
ISBN | : 0956081312 |
Author | : Tony Parisi |
Publisher | : "O'Reilly Media, Inc." |
Total Pages | : 403 |
Release | : 2014-02-13 |
Genre | : Computers |
ISBN | : 1449363954 |
Create high-performance, visually stunning 3D applications for the Web, using HTML5 and related technologies such as CSS3 and WebGL—the emerging web graphics standard. With this book, you’ll learn how to use the tools, frameworks, and libraries for building 3D models and animations, mind-blowing visual effects, and advanced user interaction in both desktop and mobile browsers. In two parts—Foundations and Application Development Techniques—author Tony Parisi provides a thorough grounding in theory and practice for designing everything from a simple 3D product viewer to immersive games and interactive training systems. Ideal for developers with Javascript and HTML experience. Explore HTML5 APIs and related technologies for creating 3D web graphics, including WebGL, Canvas, and CSS Work with the popular JavaScript 3D rendering and animation libraries Three.js and Tween.js Delve into the 3D content creation pipeline, and the modeling and animation tools for creating killer 3D content Look into several game engines and frameworks for building 3D applications, including the author’s Vizi framework Create 3D environments with multiple objects and complex interaction, using examples and supporting code Examine the issues involved in building WebGL-based 3D applications for mobile browsers
Author | : Sue Blackman |
Publisher | : Apress |
Total Pages | : 796 |
Release | : 2013-09-20 |
Genre | : Computers |
ISBN | : 1430249005 |
Beginning 3D Game Development with Unity 4 is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production. This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create interactive games, ideal in scope for today's casual and mobile markets, while also giving you a firm foundation in game logic and design. The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand. In the second part, you'll build the foundations of a point-and-click style first-person adventure game—including reusable state management scripts, dialogue trees for character interaction, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map. With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design. By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games.
Author | : |
Publisher | : |
Total Pages | : 402 |
Release | : 1999 |
Genre | : Internet |
ISBN | : |
Author | : David Horachek |
Publisher | : Packt Publishing Ltd |
Total Pages | : 354 |
Release | : 2014-03-25 |
Genre | : Computers |
ISBN | : 1849693439 |
This book is an easy-to-follow guide that incrementally develops the game framework and missions, step-by-step, with each chapter. Extensive source code is provided and explained in detail to support and explain each of the concepts in the book. This book is intended for novice game programmers with a little experience in Unity3D, who want to learn how to program eLearning games. Educators and trainers who want to use Unity in an eLearning setting will also benefit from the book. It would be helpful to have a basic understanding of the concepts such as Unity scripting and the Finite State Machine (FSM), but no prior experience in game development is required.
Author | : Jose Borbinha |
Publisher | : Springer |
Total Pages | : 528 |
Release | : 2003-06-26 |
Genre | : Computers |
ISBN | : 3540452680 |
ECDL2000, the Fourth European Conference on Research and Advanced Te- nology for Digital Libraries, is being held this year in Lisbon, Portugal, following previous events in Pisa (1997), Heraklion (1998), and Paris (1999). One major goal of the ECDL conference series has been to draw information professionals, stakeholders, and user communities from both the research world and from - dustry into a discussion of the alternative technologies, policies, and scenarios for global digital libraries. The success of previous conferences makes them a hard act to follow. The eld of digital libraries draws on a truly diverse set of scienti c and technical disciplines. In the past three years, moreover, global cooperation on research and development has emerged as an urgent priority, particularly in the new European Framework Programme and in the Digital Library Initiative in the United States. Because of this diversity, the eld is perhaps still struggling for an identity. But this struggle for identity is itself a source of energy and creativity. P- ticipants in this eld feel themselves to be part of a special community, with special people. Each of us may claim expertise on a narrow issue, with speci c projects, but the choices we make and the methods we use in local solutions can have unforeseen impacts within a growing universe of interconnected resources.