Cengage learning inc hingham (8 résultats)

Langue : anglais
Edité par Cengage Learning, Inc, United States, Hingham, 2003
- Couverture souple
Vendeur : WorldofBooks, Goring-By-Sea, WS, Royaume-UniWorldofBooks
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Occasion - Assez bon
EUR 3,75
EUR 6,55 expéditionExpédition depuis Royaume-Uni vers Etats-UnisQuantité disponible : 2 disponible(s)
Paperback. Etat : Very Good. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.

Langue : anglais
Edité par Cengage Learning, Inc, United States, Hingham, 2002
- Couverture souple
Vendeur : WorldofBooks, Goring-By-Sea, WS, Royaume-UniWorldofBooks
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Occasion - Assez bon
EUR 8,11
EUR 6,55 expéditionExpédition depuis Royaume-Uni vers Etats-UnisQuantité disponible : 1 disponible(s)
Paperback. Etat : Very Good. Learn how AI experts create intelligent game objects and characters with this first volume in the AI Game Programming Wisdom series. This unique collection of articles gives programmers and developers access to the insights and wisdom of over thirty AI pros. Each article delves deep into key AI game…programming issues and provides insightful new ideas and techniques that can be easily integrated into your own games. Everything from general AI architectures, rule based systems, level-of-detail AI, scripting language issues, to expert systems, fuzzy logic, neural networks, and genetic algorithms are thoroughly covered. If you're a game programmer (AI/logic, front-end, user interface, tools, graphics, etc.) this comprehensive resource will help you take your skills and knowledge to the next level. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.

Langue : anglais
Edité par Cengage Learning, Inc, United States, Hingham, 2008
- Couverture souple
Vendeur : WorldofBooks, Goring-By-Sea, WS, Royaume-UniWorldofBooks
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Occasion - Assez bon
EUR 35,80
EUR 6,55 expéditionExpédition depuis Royaume-Uni vers Etats-UnisQuantité disponible : 1 disponible(s)
Paperback. Etat : Very Good. Welcome to a collection of the most valuable and timeless articles from the essential reference series for game developers. "Best of Game Programming Gems" combines the greatest cutting-edge, ready-to-use techniques contributed by industry experts to volumes 1-6 of the Game Programming Gems series. E…ach article was carefully chosen by the editors and compiled into one best-of-the-best volume in an effort to share forty-nine timeless gems of game programming wisdom with you and to save you time and effort with a plethora of reliable methods to add to your developer's tool box. The articles are organized into six sections covering the topics of general information, math and physics, artificial intelligence, graphics, networking, and audio.Whether you are new to game development or a practiced veteran, you're sure to find inspiration and insight to make more entertaining and satisfying games in "Best of Game Programming Gems.". The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.

Langue : anglais
Edité par Cengage Learning, Inc, United States, Hingham, 2006
- Couverture souple
Vendeur : WorldofBooks, Goring-By-Sea, WS, Royaume-UniWorldofBooks
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Occasion - Assez bon
EUR 68,43
EUR 6,55 expéditionExpédition depuis Royaume-Uni vers Etats-UnisQuantité disponible : 2 disponible(s)
Paperback. Etat : Very Good. Since the first computer games became available, sex has played a role in some form. But with the release of games like Playboy: The Mansion, Leisure Suit Larry, and The Singles, sexual content has gained a firm foothold and for the first time, ventured into the mainstream. Even casual games like The… Sims have started to rev things up a bit, and in on-line games, tales of cybering have become commonplace. This sexual revolution in games has generated intense scrutiny of the games industry by political watchdog groups and family-oriented organizations. And it has brought the importance of self-regulation and rating systems to the forefront of the industry. Seeking to understand this emerging trend, developers, publishers, retailers, and consumers are asking themselves: When is sex appropriate in a game? How far is too far? What will it mean for the product? For its distribution? For my company? For me? Do games with sexual content sell better? Are they generally profitable? So far, there are no definitive answers to these questions. Sex in Video Games provides insight into this issue and presents guidelines and answers by studying the history of sexual content use in games and within the industry itself. In addition, the book considers ethical issues, parental and retailer responsibility, and explores industry attempts at self-regulation, along with a growing concern about potential censorship. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.

- Couverture rigide
- Édition originale
Vendeur : Grand Eagle Retail, Bensenville, IL, Etats-UnisGrand Eagle Retail
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Neuf
EUR 77,82
Frais de port gratuitsExpédition nationale : Etats-UnisQuantité disponible : 1 disponible(s)
Hardcover. Etat : new. Hardcover. 'Game Graphics Programming' examines the many different techniques and effects that are used to create cutting-edge graphics in today's video games and how to implement them. The book takes a detailed look at computer graphics, exploring both the theory and application of each algorithm and effe…ct and how they are structured and executed to generate the rendered result. Detailed C++ source code and pseudocode are used as examples throughout the book to demonstrate the methods being taught, but the techniques presented can be used with any programming language or tool. You'll begin with an introduction to basic 2D and 3D game graphics tools and components including common game mathematics, colors and pixels, and computer memory, as well as ray tracing and rasterization techniques and programmable shaders. Once you've reviewed the foundations of game graphics, you'll go more in-depth with shading and surfaces, direct and global illumination, special effects, and rendering nature. After the how and why of each technique is presented, you'll also examine optimizations that can be done to improve performance and alternative methods. 'Game Graphics Programming' presents you with all of the information you need to efficiently and effectively create eye-catching graphical scenes for video games. Examines the many different techniques and effects that are used to create cutting-edge graphics in today's video games and how to implement them. The book takes a detailed look at computer graphics, exploring both the theory and application of each algorithm and effect and how they are structured and executed to generate the rendered result. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

- Couverture rigide
- Édition originale
Vendeur : Grand Eagle Retail, Bensenville, IL, Etats-UnisGrand Eagle Retail
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Neuf
EUR 120,70
Frais de port gratuitsExpédition nationale : Etats-UnisQuantité disponible : 1 disponible(s)
Hardcover. Etat : new. Hardcover. Welcome to the sixth volume of the Game Programming Gems series. With team sizes constantly expanding, developers are finding themselves pushed to become increasingly specialized. This makes it important to have cutting-edge, ready-to-use material in your specialization, as well as resources tha…t you can call upon if you need to work outside your area of expertise. Volume 6 has been explicitly designed with your current challenges in mind. With the new generation of machines, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI. All of these capabilities require robust teams and longer schedules, so to help ensure that your games are still delivered on time and on budget, you'll find 50 all new articles written by experts in game technology from many different backgrounds and over twenty countries. This volume also includes a brand new section dedicated to Scripting and Data-Driven Systems, which is focused entirely on the growing trend of removing the programmer from the data-tweaking loop. So, whether you're a new game programmer starting out on this exciting path, a grizzled, industry veteran, or a most welcome visitor, we hope that you will find inspiration, insight, and at least one or two true gems to use in your world! With the new generation of machines, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI. This volume includes a section dedicated to Scripting and Data-Driven Systems, which is focused entirely on the growing trend of removing the programmer from the data-tweaking loop. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

- Couverture rigide
- Édition originale
Vendeur : AussieBookSeller, Truganina, VIC, AustralieAussieBookSeller
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Neuf
EUR 122,95
EUR 31,67 expéditionExpédition depuis Australie vers Etats-UnisQuantité disponible : 1 disponible(s)
Hardcover. Etat : new. Hardcover. 'Game Graphics Programming' examines the many different techniques and effects that are used to create cutting-edge graphics in today's video games and how to implement them. The book takes a detailed look at computer graphics, exploring both the theory and application of each algorithm and effe…ct and how they are structured and executed to generate the rendered result. Detailed C++ source code and pseudocode are used as examples throughout the book to demonstrate the methods being taught, but the techniques presented can be used with any programming language or tool. You'll begin with an introduction to basic 2D and 3D game graphics tools and components including common game mathematics, colors and pixels, and computer memory, as well as ray tracing and rasterization techniques and programmable shaders. Once you've reviewed the foundations of game graphics, you'll go more in-depth with shading and surfaces, direct and global illumination, special effects, and rendering nature. After the how and why of each technique is presented, you'll also examine optimizations that can be done to improve performance and alternative methods. 'Game Graphics Programming' presents you with all of the information you need to efficiently and effectively create eye-catching graphical scenes for video games. Examines the many different techniques and effects that are used to create cutting-edge graphics in today's video games and how to implement them. The book takes a detailed look at computer graphics, exploring both the theory and application of each algorithm and effect and how they are structured and executed to generate the rendered result. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.

- Couverture rigide
- Édition originale
Vendeur : AussieBookSeller, Truganina, VIC, AustralieAussieBookSeller
Contacter le vendeurVendeur avec une évaluation de 5 étoilesEtat: Neuf
EUR 185,67
EUR 31,67 expéditionExpédition depuis Australie vers Etats-UnisQuantité disponible : 1 disponible(s)
Hardcover. Etat : new. Hardcover. Welcome to the sixth volume of the Game Programming Gems series. With team sizes constantly expanding, developers are finding themselves pushed to become increasingly specialized. This makes it important to have cutting-edge, ready-to-use material in your specialization, as well as resources tha…t you can call upon if you need to work outside your area of expertise. Volume 6 has been explicitly designed with your current challenges in mind. With the new generation of machines, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI. All of these capabilities require robust teams and longer schedules, so to help ensure that your games are still delivered on time and on budget, you'll find 50 all new articles written by experts in game technology from many different backgrounds and over twenty countries. This volume also includes a brand new section dedicated to Scripting and Data-Driven Systems, which is focused entirely on the growing trend of removing the programmer from the data-tweaking loop. So, whether you're a new game programmer starting out on this exciting path, a grizzled, industry veteran, or a most welcome visitor, we hope that you will find inspiration, insight, and at least one or two true gems to use in your world! With the new generation of machines, players expect higher-fidelity models and animations, fancier physics and graphics effects, and more intelligent AI. This volume includes a section dedicated to Scripting and Data-Driven Systems, which is focused entirely on the growing trend of removing the programmer from the data-tweaking loop. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.