Foundations Of Game Engine Development Volume 1

Author: Eric Lengyel
Publisher:
ISBN: 9780985811747
Size: 10.42 MB
Format: PDF, ePub, Docs
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"The first volume of Foundations of Game Engine Development discusses the mathematics needed by engineers who work on games or other types of virtual simulations. The book begins with conventional treatments of topics such as linear algebra, transforms, and geometry. Then, it introduces Grassmann algebra and geometric algebra to provide a much deeper understanding of the subject matter and highlight the places where traditional arithmetic with vectors, matrices, quaternions, etc."--Provided by Publisher.

Ai For Games Third Edition

Author: Ian Millington
Publisher: CRC Press
ISBN: 1351053280
Size: 23.32 MB
Format: PDF
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AI is an integral part of every video game. This book helps propfessionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date infortmation they need to jumpstart their careers. This revised and updated Third Edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games. The companion website includes downloadable and executable source code that will be regularly updated by the author. Key Features A comprehensive professional tutorial and reference to implement ture AI in games Includes new exercises so readers can test their comprhension and understanding of the concepts and preactices presented Revised and updated to cover new techniques and advances in AI Walks the reader throuigh the entire game AI development process New and improved companion website with easily downloaded and executable source code

Tricks Of The Windows Game Programming Gurus

Author: André LaMothe
Publisher: Sams Publishing
ISBN: 9780672323690
Size: 28.52 MB
Format: PDF, Docs
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Annotation World-renowned game wizard Andre Lamothe up20020701s his best-selling book for the current versions of Windows and DirectX! Andre Lamothe is the most recognizable name in game programming, with several best-sellers over the past ten years. DirectX 7a (for 2D) and 8 (for 3D) provide important new features for game programmers. The game programming fundamentals presented in this book--from physics to artificial intelligence--are required knowledge. The first edition of Tricks of the Windows Game Programming Gurus promised to be, simply, the most advanced game programming book ever written. Lamothe lived up to that promise and provides even more impressive coverage of game modeling and physics, programming logic, and artificial intelligence in this revised edition. Along with the fundamentals of game programming, Lamothe presents the Windows and DirectX coverage necessary to build the amazing 2D and 3D games that have made him the worlds best-selling game programming author. Andre Lamothes book, Tricks of the Game Programming Gurus was a seminal work for game programmers worldwide. In The Black Art of 3D Game Programming, Andre created to the first significant work on 3D games. His writing and teaching style are recognized by game programmers world-wide. Andre is the CEO of Xtreme Games and holds advanced degrees in Mathematics, computer science, and electrical engineering.

Intelligent Systems 2014

Author: P. Angelov
Publisher: Springer
ISBN: 3319113135
Size: 68.65 MB
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This two volume set of books constitutes the proceedings of the 2014 7th IEEE International Conference Intelligent Systems (IS), or IEEE IS’2014 for short, held on September 24–26, 2014 in Warsaw, Poland. Moreover, it contains some selected papers from the collocated IWIFSGN'2014 ‐ Thirteenth International Workshop on Intuitionistic Fuzzy Sets and Generalized Nets. The conference was organized by theSystems Research Institute, Polish Academy of Sciences, Department IV of Engineering Sciences, Polish Academy of Sciences, and Industrial Institute of Automation and Measurements – PIAP. The papers included in the two proceedings volumes have been subject to a thorough review process by three highly qualified peer reviewers.Comments and suggestions from them have considerable helped improve the quality of the papers but also the division of the volumes into parts, and assignment of the papers to the best suited parts.

Foundations Of Geometric Algebra Computing

Author: Dietmar Hildenbrand
Publisher: Springer Science & Business Media
ISBN: 3642317944
Size: 72.35 MB
Format: PDF, ePub
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The author defines “Geometric Algebra Computing” as the geometrically intuitive development of algorithms using geometric algebra with a focus on their efficient implementation, and the goal of this book is to lay the foundations for the widespread use of geometric algebra as a powerful, intuitive mathematical language for engineering applications in academia and industry. The related technology is driven by the invention of conformal geometric algebra as a 5D extension of the 4D projective geometric algebra and by the recent progress in parallel processing, and with the specific conformal geometric algebra there is a growing community in recent years applying geometric algebra to applications in computer vision, computer graphics, and robotics. This book is organized into three parts: in Part I the author focuses on the mathematical foundations; in Part II he explains the interactive handling of geometric algebra; and in Part III he deals with computing technology for high-performance implementations based on geometric algebra as a domain-specific language in standard programming languages such as C++ and OpenCL. The book is written in a tutorial style and readers should gain experience with the associated freely available software packages and applications. The book is suitable for students, engineers, and researchers in computer science, computational engineering, and mathematics.

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Publisher:
ISBN:
Size: 53.71 MB
Format: PDF, Mobi
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Xna 3d Primer

Author: Michael C. Neel
Publisher: John Wiley & Sons
ISBN: 1118035542
Size: 43.51 MB
Format: PDF, Docs
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This Wrox Blox will guide you through the world of 3D programming and give you solid knowledge and a foundation in game programming using Microsoft's XNA Framework. You will learn the fundamentals from 3D mathematics to model animation, including all the subjects needed to start developing 3D games, such as how to position objects in 3D space, handle collision detection, control the game camera, and understand the basics of shaders — special programs that execute on the graphics processor. Also covered are how to extend the XNA Content Pipeline to read and use model skeletal animation, and also load and play back timeline animation data created in 3D modeling tools. 3D concepts and systems can seem like a foreign language when you're a beginner. And not knowing the lingo can make it hard to know what terms to search for to solve a problem. This Wrox Blox will give you all the tools you need to build your own 3D game. Table of Contents Who Is This Book For? 1 3D Overview 2 Basic 3D Math 4 Right-Hand Rule 4 Working with Matrices 5 Identity, Scale, Rotate, Orbit, Translate (ISROT) 6 Working with Vectors 7 Unit Vectors 10 Working with Quaternions 12 Controlling the Camera 13 Basic Camera 13 Follow Camera 19 ViewPorts 20 BoundingFrustum 22 3D Models 23 Modeling Programs and Formats 23 Loading a Model 24 Collision Detection 27 Skeletal Animations 29 Extending the Content Pipeline 29 Manipulating Bones at Run Time 31 Using Model Animations 36 About Michael C. Neel 39