by Penn Wu
Publisher: Global Text Project 2014
Number of pages: 312
These lecture notes are designed to help students to learn fundamental principles that apply to game programming regardless of the language they use to create the game. These principles include gathering input from users, processing game data, and rendering game objects to the screen.
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by Hubert Nguyen - Addison-Wesley Professional
This volume provides a snapshot of the latest GPU (Graphics Processing Unit) programming techniques. Readers will find that the latest algorithms create ultra-realistic characters, better lighting, and post-rendering compositing effects.
by Chris Crawford - Osborne/McGraw-Hill
One of the pioneer works seriously about video game. It explains what is a game, why people play games, and how to design a game. The author describes in detail what goes into the game design including many examples from his own experience.
by Martin Fierz
These pages intend to give a comprehensive overview of the elements of a computer program which can play two-player strategy games like tic-tac-toe, connect four, checkers and chess. Code fragments in this text are written in C.
by N. I. Badler, C. B. Phillips, B. L. Webber - Oxford University Press, USA
This volume presents the problem of providing a surrogate or synthetic human for designers and engineers. The book is intended for engineers interested in understanding how a computer surrogate human can augment their analyses of designed environments.