Gaming Products

  • Game Physics

    2nd Edition

    By David H. Eberly

    Create physically realistic 3D Graphics environments with this introduction to the ideas and techniques behind the process. Author David H. Eberly includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them. He…

    Hardback – 2010-04-05
    CRC Press

  • Casual Game Design

    Designing Play for the Gamer in ALL of Us, 1st Edition

    By Gregory Trefry

    From Windows Solitaire to Bejeweled to Wii Tennis, casual games have radically changed the landscape of games. By simplifying gameplay and providing quick but intense blasts of engaging play, casual games have drawn in huge new audiences of players. To entertain and engage the casual player, game…

    Paperback – 2010-01-26
    CRC Press

  • Symbolic Dynamics and Geometry

    Using D* in Graphics and Game Programming, 1st Edition

    By Brian Guenter, Sung-Hee Lee

    This book explains how to use the symbolic differentiation system D* for applications in computer games and engineering simulation. The authors describe how to create procedural 3D geometric models, link them together to form multibody physical systems, and simulate and display their physical…

    Hardback – 2009-12-10
    A K Peters/CRC Press

  • Level Design

    Concept, Theory, and Practice, 1st Edition

    By Rudolf Kremers

    Good or bad level design can make or break any game, so it is surprising how little reference material exists for level designers. Beginning level designers have a limited understanding of the tools and techniques they can use to achieve their goals, or even define them. This book is the first to…

    Paperback – 2009-10-21
    A K Peters/CRC Press

  • Artificial Intelligence for Games

    2nd Edition

    By Ian Millington, Ian Millington, John Funge

    Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in…

    Hardback – 2009-08-06
    CRC Press

  • Pervasive Games

    Theory and Design, 1st Edition

    By Markus Montola, Jaakko Stenros, Annika Waern

    Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, pervasive games take gaming away from the computer screen and back to the three-dimensional world. Now games can be designed to be played in public spaces like shopping malls, conferences, museums and…

    Paperback – 2009-06-12
    CRC Press

  • Real Time Cameras

    A Guide for Game Designers and Developers, 1st Edition

    By Mark Haigh-Hutchinson

    The control of cameras is as important in games as it is in cinema. How the camera tracks and moves determines our point of view and influences our attitude towards the content. A poorly designed camera system in a game can disrupt a users experience, while a well-designed one can make a good game…

    Hardback – 2009-04-02
    CRC Press

  • Vintage Games

    An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time, 1st Edition

    By Bill Loguidice, Matt Barton

    Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors,…

    Paperback – 2009-02-18
    Routledge

  • Realistic Image Synthesis Using Photon Mapping

    1st Edition

    By Henrik Wann Jensen

    Photon mapping, an extension of ray tracing, makes it possible to efficiently simulate global illumination in complex scenes. Photon mapping can simulate caustics (focused light, like shimmering waves at the bottom of a swimming pool), diffuse inter-reflections (e.g., the "bleeding" of colored…

    Paperback – 2009-01-05
    A K Peters/CRC Press

  • Creating Games

    Mechanics, Content, and Technology, 1st Edition

    By Morgan McGuire, Odest Chadwicke Jenkins

    Creating Games offers a comprehensive overview of the technology, content, and mechanics of game design. It emphasizes the broad view of a games team and teaches you enough about your teammates' areas so that you can work effectively with them. The authors have included many worksheets and…

    Hardback – 2008-12-23
    A K Peters/CRC Press

  • Realistic Ray Tracing

    2nd Edition

    By Peter Shirley, R. Keith Morley

    Concentrating on the "nuts and bolts" of writing ray tracing programs, this new and revised edition emphasizes practical and implementation issues and takes the reader through all the details needed to write a modern rendering system. Most importantly, the book adds many C++ code segments, and adds…

    Paperback – 2008-12-19
    A K Peters/CRC Press

  • Game Art Complete

    All-in-One: Learn Maya, 3ds Max, ZBrush, and Photoshop Winning Techniques, 1st Edition

    Edited by Andrew Gahan

    A compilation of key chapters from the top Focal game art books available today - in the areas of Max, Maya, Photoshop, and ZBrush. The chapters provide the CG Artist with an excellent sampling of essential techniques that every 3D artist needs to create stunning game art.Game artists will be…

    Paperback – 2008-10-30
    Routledge

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