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This book provides a deep understanding of state-of-art methods for simulation of heterogeneous crowds in computer graphics. It will cover... Læs mere
Based on course notes of SIGGRAPH course teaching techniques for real-time rendering of volumetric data and effects; covers both applications in scientific visualization and... Læs mere
This book explains the basics as well as many advanced aspects related to the domain of shadow computation. It presents interactive solutions and practical details on shadow... Læs mere
Assembling contributions from experienced developers, vendors, researchers, and educators, OpenGL Insights presents real-world techniques for intermediate and advanced OpenGL, OpenGL ES,... Læs mere
This practical guide helps you navigate the challenges and pitfalls of designing audio for these new realities.
"First Edition published as Social Game Design: Monetization Methods and Mechanics by Morgan Kaufmann in 2011."
The book offers information about the iOS platform. It explains the use of OpenGL ES for 2D/3D graphics and OpenAL for sound, both of which are recommended for game performance on the iOS platform. It covers new APIs such as the GLKit, GameKit, and Box2D Physics Engine.
This book demonstrates multiple approaches that take you through processes using a variety of top tools used by professional game artists, including comparing the results.
Master game design and digital art principles simultaneously with this all-in-one... Læs mere
This book demonstrates how to achieve robustness, accuracy, speed, and/or easily maintained, reusable, and readable source code to tackle practical problems in... Læs mere
This is an edited volume comprised of 20-30 chapters written by game audio programmers and sound designers. A basic knowledge of programming and audio... Læs mere