e-books in Game Programming category
by Al Sweigart - No Starch Press , 2018
In this book you'll create a virtual robot army with Lua, a programming language used by professional game developers. Step-by-step coding projects will show you how to write programs that automatically build anything that you can imagine.
by Bryan Bibat , 2015
Learn how to make a simple top-down shoot 'em up in a few hours using the Phaser HTML5 game framework. The book covers all of the basics: from placing and moving sprites, to managing collision detection and unit health, up to setting up a boss fight.
by Georgios N. Yannakakis, Julian Togelius - Springer , 2018
The book is the first comprehensive textbook on the application and use of artificial intelligence in games. It will be used by educators and students of graduate or advanced undergraduate courses on game AI as well as game AI practitioners at large.
by Al Sweigart - No Starch Press , 2016
Scratch, the colorful drag-and-drop programming language, is used by millions of first-time learners, and in this book, you'll learn to program by making cool games. Get ready to destroy asteroids, shoot hoops, and slice and dice fruit!
by Antonio Hernandez Bejarano - GitBook , 2017
This online book will introduce the main concepts required to write a 3D game using the LWJGL 3 library. LWJGL is a Java library that provides access to native APIs used in the development of graphics, audio and parallel computing applications.
by Sean M. Tracey - The MagPi Magazine , 2016
In this book, we are going to learn to make games on the Raspberry Pi with Pygame. We'll look at drawing, animation, keyboard and mouse controls, sound, and physics. This book isn't for absolute programming beginners, but it's not far from it.
by Ning Gu, Mary Lou Maher - Walter de Gruyter & Co. , 2014
Designing adaptive virtual worlds takes the design of virtual places for education, entertainment, business, and cultural activities to a new level. This book presents an agent model for a design grammar so that unique places can be created ...
by Penn Wu - Global Text Project , 2014
These notes are designed to help students learn fundamental principles that apply to game programming regardless of the language used. These principles include gathering input from users, processing game data and rendering game objects to the screen.
by Yasser Jaffal - Bookboon , 2014
This book introduces the reader to the programming skills necessary to develop 2D and 3D computer games. The book lists a number of common game mechanics, and illustrates how these mechanics can be bound to each other to give the required behavior.
- Wikibooks , 2014
Gameplay3d is a free and open-source C++/Lua programming framework. This guide will begin by introducing you to gameplay3d, before delving more deeply into its many features. Clear step-by-step examples will be provided, along with code samples.
by Richard Fabian - dataorienteddesign.com , 2013
A practical guide for game developers working to create triple A titles across multiple platforms, for independent developers trying to get the most out of target hardware, for anyone who develops cutting edge software in restrictive hardware.
by Bob Nystrom - gameprogrammingpatterns.com , 2013
Game Programming Patterns is a book on architectural patterns in game code. I dug up and polished the best patterns I've found in games and presented them here so that we can spend our time inventing things instead of re-inventing them.
by Horst Jens et al. - thepythongamebook.com , 2012
The Python Game Book written by Horst Jens and friends aims to provide interested students and teachers a broad range of material to teach themselves how to write computer games using the language Python and other free Open Source tools.
- Wikibooks , 2012
This book is a collection of tutorials on game creation with Microsoft's XNA framework. Contents: Basics; Game Design; Mathematics and Physics; Programming; Audio and Sound; 2D/3D Game Development; Networking and Multiplayer; AI; Kinect; etc.
by Al Sweigart , 2012
This is a programming book that covers the Pygame game library for the Python programming language. Each chapter gives you the complete source code for a new game and teaches the important programming concepts from these examples.
by Wolfgang Engel, et al. , 2011
This reference covers the advanced rendering techniques important for graphics programmers in the game and film industries, and will help them implement these techniques with DirectX 10. Intended for people with background in DirectX8 or DirectX9.
- Wikibooks , 2010
BlitzMax is a computer programming language based on BASIC. The code is first converted to a low level assembler format which is then assembled into object code for the target platform. BlitzMax is capable of compiling for Windows, Linux and Mac OS.
- Wikibooks , 2010
This tutorial is designed to provide a guide to using XNA to help create games in as simple and a visual way as possible. Examples of all of the basic elements to get started on a simple game are included, including controls, sound, and gameplay.
by Michael Dawson - Course Technology PTR , 2010
If you're ready to jump into the world of programming for games, Beginning C++ Through Game Programming will get you started on your journey, providing you with a solid foundation in the game programming language of the professionals.
by Andrew Davison - Apress , 2007
Pro Java 6 3D Game Development explains how to program 3D games in Java on a PC, with an emphasis on the construction of 3D landscapes. The author assumes you have a reasonable knowledge of Java, the sort of thing picked up in a first Java course.
by Michael Morrison - InformIT , 2004
Learn how to use C++ code to create basic animated graphics in this chapter from Beginning Game Programming by Michael Morrison. Practical lesson based on C++ programming, the basics of drawing graphics using the Windows Graphics Device Interface.
- Wikibooks , 2010
This book is a series of tutorials to help new users learn Blender. The tutorials increase in difficulty, and later tutorials build on the lessons in previous ones. Therefore, Blender beginners should follow the tutorials in sequence.
by James Chronister , 2009
Blender is a 3D technology rendering/animation/game development open-sourced freeware program maintained by the Blender Foundation. This tutorial book is designed to get you up and running in the basics of creating objects and scenes and animating.
by Martin Fierz , 2005
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 Peter Jay Salzman, Frederic Delanoy , 2004
This is a stepping stone to to give people the knowledge to begin thinking about what is going on with their games. You need to know a little more about what's going on behind the scenes with your system to be able to keep your games healthy.
by Andrew Davison - O'Reilly Media , 2009
This book is for people who already know the basics of Java. It teaches reusable techniques which can be pieced together to make lots of games. For example, how to make a particle system, first-person keyboard controls, a terrain follower, etc.
by Fabian Birzele - Java Cooperation , 2004
A very detailed introduction into the development of online games using Java. The text will lead you from the basic structure of an applet to the development of a whole game. Topics covered: AI, level editors, random generation of landscapes, etc.
by Diana Gruber - Coriolis Group Books , 1994
The art and science of creating side scroller games is documented quite thoroughly in this book. If you can look past some obvious anachronisms, you will find that this old book still contains a lot of useful information.
by Diana Gruber - Fastgraph , 2000
If you have the brains, the talent, and the courage to take risks, a career in Computer Game Development may be right for you. The job security and the creative satisfaction can all be yours, but only if you have what it takes to do the job.
by Dennis Merritt - Springer , 1990
This book takes a pragmatic, rather than theoretical, approach to the language and is designed for programmers interested in adding this powerful language to their bag of tools. Much of the book is built around the writing of a short adventure game.
by Hubert Nguyen - Addison-Wesley Professional , 2007
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 Brian Greenstone - Pangea Software, Inc , 2004
Programming secrets for aspiring Mac game programmers. The book covers OpenGL, HID Manager, OpenAL, Rendezvous, Core Graphics, Quicktime, Maya plug-ins, stereo 3D rendering, AltiVec optimizations, networking, copy-protection, marketing strategies, etc.
by Garry Morse , 1997
This tutorial starts with basic issues in the Java language with regard to applets, particularly for beginners or knowledgeable programmers who wish to make online Java presentations or games. The tutorial applets are available for downloading.
by Tim Hartnell - Ballantine Books , 1984
Though dated, Hartnell's book is a good introduction to adventure game construction. While the book focuses on BASIC programming, which wouldn't be a programmer's choice today, it offers sound design techniques for the absolute beginner.
by Michael Abrash - Coriolis Group Books , 2001
A book for game developers and serious assembly language programmers. It explores the technology behind the popular Doom and Quake 3-D games, and explains optimized solutions to 3-D graphics problems from texture mapping, hidden surface removal, etc.
by Chris Crawford - Osborne/McGraw-Hill , 1997
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 N. I. Badler, C. B. Phillips, B. L. Webber - Oxford University Press, USA , 1993
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.
by John R. Hall - No Starch Press , 2001
A complete guide to developing 2D Linux games, written by the Linux experts. It teaches the basics of Linux game programming and discusses important multimedia toolkits. You will learn to write and distribute Linux games.
by Albert Sweigart , 2015
A programming book for kids interested in learning to program their own computer games with python, a serious computer language which is used by professional programmers also. The book explains programming principles from the source code examples.