Cengage learning inc hingham (5 resultados)

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  • Idioma: Inglés

    Editorial: Cengage Learning, Inc, United States, Hingham, 2006

    1584504595 / 9781584504597

    • Tapa blanda

    Librería: WorldofBooks, Goring-By-Sea, WS, Reino UnidoWorldofBooks

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Usado - Bueno

    EUR 38,57

    Envío por EUR 6,67 
    Se envía de Reino Unido a Estados Unidos de America

    Cantidad disponible: 1 disponible

    Paperback. Condición: 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.…

  • Idioma: Inglés

    Editorial: Cengage Learning, Inc, Hingham, 2008

    1584505168 / 9781584505167

    • Tapa dura
    • Primera edición

    Librería: Grand Eagle Retail, Bensenville, IL, Estados Unidos de AmericaGrand Eagle Retail

    Vendedor de 5 estrellas
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    Condición: Nuevo

    EUR 80,98

     Gastos de envío gratis 
    Se envía dentro de Estados Unidos de America

    Cantidad disponible: 1 disponible

    Hardcover. Condición: 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 effect 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.…

  • Idioma: Inglés

    Editorial: Cengage Learning, Inc, Hingham, 2006

    1584504501 / 9781584504504

    • Tapa dura
    • Primera edición

    Librería: Grand Eagle Retail, Bensenville, IL, Estados Unidos de AmericaGrand Eagle Retail

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 125,61

     Gastos de envío gratis 
    Se envía dentro de Estados Unidos de America

    Cantidad disponible: 1 disponible

    Hardcover. Condición: 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 that 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.…

  • Idioma: Inglés

    Editorial: Cengage Learning, Inc, Hingham, 2008

    1584505168 / 9781584505167

    • Tapa dura
    • Primera edición

    Librería: AussieBookSeller, Truganina, VIC, AustraliaAussieBookSeller

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 124,99

    Envío por EUR 32,96 
    Se envía de Australia a Estados Unidos de America

    Cantidad disponible: 1 disponible

    Hardcover. Condición: 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 effect 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.…

  • Idioma: Inglés

    Editorial: Cengage Learning, Inc, Hingham, 2006

    1584504501 / 9781584504504

    • Tapa dura
    • Primera edición

    Librería: AussieBookSeller, Truganina, VIC, AustraliaAussieBookSeller

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 188,76

    Envío por EUR 32,96 
    Se envía de Australia a Estados Unidos de America

    Cantidad disponible: 1 disponible

    Hardcover. Condición: 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 that 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.…