Gaming Products

  • The Game Programmer's Guide to Torque

    Under the Hood of the Torque Game Engine, 1st Edition

    By Edward F. Maurina

    The author takes readers on an in-depth walkthrough of the Torque Game Engine---one of the most popular, powerful, and easy to use game engines available today. With clear explanations of how to use Torque to create your own games and detailed discussions of the engine's inner workings, this book…

    Paperback – 2006-03-08
    A K Peters/CRC Press

  • Advanced Game Development with Programmable Graphics Hardware

    1st Edition

    By Alan Watt, Fabio Policarpo

    Written for game programmers and developers, this book covers GPU techniques and supporting applications that are commonly used in games and similar real-time 3D applications. The authors describe the design of programs and systems that can be used to implement games and other applications whose…

    Hardback – 2005-08-01
    A K Peters/CRC Press

  • C# and Game Programming

    A Beginner's Guide, 2nd Edition

    By Salvatore A. Buono

    The second edition of C# and Game Programming offers the same practical, hands-on approach as the first edition to learning the C# language through classic arcade game applications. Complete source code for games like Battle Bit, Asteroid Miner, and Battle Tennis, included on the CD-ROM,…

    Paperback – 2004-12-22
    A K Peters/CRC Press

  • Real-Time Collision Detection

    1st Edition

    By Christer Ericson

    Written by an expert in the game industry, Christer Ericson's new book is a comprehensive guide to the components of efficient real-time collision detection systems. The book provides the tools and know-how needed to implement industrial-strength collision detection for the highly detailed dynamic…

    Hardback – 2004-12-22
    CRC Press

  • 3D Game Engine Architecture

    Engineering Real-Time Applications with Wild Magic, 1st Edition

    By David H. Eberly

    Dave Eberly's 3D Game Engine Design was the first professional guide to the essential concepts and algorithms of real-time 3D engines and quickly became a classic of game development. Dave's new book 3D Game Engine Architecture continues the tradition with a comprehensive look at the software…

    Hardback – 2004-12-17
    CRC Press

  • Audio Anecdotes II

    Tools, Tips, and Techniques for Digital Audio, 1st Edition

    Edited by Ken Greenebaum, Ronen Barzel

    This collection of articles provides practical and relevant tools, tips, and techniques for those working in the digital audio field. Volume II, with contributions from experts in their fields, includes articles on: - Field recording - Synthesis - Signal processing - Spatialization - Computer…

    Hardback – 2004-10-01
    A K Peters/CRC Press

  • Metaprogramming GPUs with Sh

    1st Edition

    By Michael McCool, Stefanus Du Toit

    Shading, as part of the creation of realistic computer-generated images, is currently bringing major advances to computer graphics, with important practical applications in computer game design and animation. Shaders are a more sophisticated way of making 3D objects look more realistic. While most…

    Paperback – 2004-08-02
    A K Peters/CRC Press

  • Artificial Intelligence for Computer Games

    An Introduction, 1st Edition

    By John David Funge

    Learn to make games that are more fun and engaging! Building on fundamental principles of Artificial Intelligence, Funge explains how to create Non-Player Characters (NPCs) with progressively more sophisticated capabilities. Starting with the basic capability of acting in the game world, the book…

    Hardback – 2004-07-29
    A K Peters/CRC Press

  • Audio Anecdotes

    Tools, Tips, and Techniques for Digital Audio, 1st Edition

    Edited by Ken Greenebaum, Ronen Barzel

    Audio Anecdotes is a book about digital sound. It discusses analyzing, processing, creating, and recording many forms of sound and music, emphasizing the opportunities presented by digital media made possible by the arrival of inexpensive and nearly ubiquitous digital computing equipment.…

    Hardback – 2004-03-11
    A K Peters/CRC Press

  • Real Sound Synthesis for Interactive Applications

    1st Edition

    By Perry R. Cook

    Virtual environments such as games and animated and "real" movies require realistic sound effects that can be integrated by computer synthesis. The book emphasizes physical modeling of sound and focuses on real-world interactive sound effects. It is intended for game developers, graphics…

    Paperback – 2002-07-01
    A K Peters/CRC Press

  • Real-Time Shading

    1st Edition

    By Marc Olano, John Hart, Wolfgang Heidrich, Michael McCool

    This book covers real-time shading systems, their design and how they work. Procedural shading, long valued for off-line rendering and production animation is now possible on interactive graphics hardware. These developments are important for areas such as game development, product design, and…

    Hardback – 2002-06-26
    A K Peters/CRC Press

  • AI for Games and Animation

    A Cognitive Modeling Approach, 1st Edition

    By John David Funge

    John Funge introduces a new approach to creating autonomous characters. Cognitive modeling provides computer-animated characters with logic, reasoning, and planning skills. Individual chapters in the book provide concrete examples of advanced character animation, automated cinematography, and a…

    Hardback – 1999-07-22
    A K Peters/CRC Press

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