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  • Don Seegmiller

    Idioma: Inglés

    Publicado por Cengage Learning, Inc, United States, Hingham, 2003

    ISBN 10: 1584502320 ISBN 13: 9781584502326

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

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

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    EUR 6,65

    Envío por EUR 6,48
    Se envía de Reino Unido a Estados Unidos de America

    Cantidad disponible: 1 disponibles

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    Paperback. Condición: 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.

  • Rusel DeMaria

    Idioma: Inglés

    Publicado por Cengage Learning, Inc, United States, Hingham, 2009

    ISBN 10: 1584506687 ISBN 13: 9781584506683

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

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

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    EUR 66,85

    Envío por EUR 6,48
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    Cantidad disponible: 1 disponibles

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    Paperback. Condición: Very Good. Are you looking for practical, ready-to-use ideas to help you design more innovative and unique video games? "David Perry on Game Design: A Brainstorming Toolbox" is a brainstorming and strategy guide for game designers, filled with inspiration-generating tips that challenge you to create better games. Using their years of industry experience, David Perry and Rusel DeMaria provide a wealth of ideas and possibilities to help you improve the entertainment value, quality, and success of your games. Designed to be used as a reference guide and brainstorming tool, the book is not software or technology specific, and it covers every aspect of video game design, including game types, storyline creation, character development, weapons and armor, game worlds, goals and rewards, obstacles, and more. You can work your way through the book from the beginning or focus on the topics that interest you. Filled with checklists and step-by-step brainstorming tools to help you flesh out your ideas, "David Perry on Game Design" will inspire and challenge you to find inventive solutions and improve the entertainment value of your games, making them fresh, innovative, and fun to play. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.

  • Allen Sherrod

    Idioma: Inglés

    Publicado por Cengage Learning, Inc, Hingham, 2008

    ISBN 10: 1584505168 ISBN 13: 9781584505167

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

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

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    Original o primera edición

    EUR 78,43

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

    Cantidad disponible: 1 disponibles

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    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.

  • Mike Dickheiser

    Idioma: Inglés

    Publicado por Cengage Learning, Inc, Hingham, 2006

    ISBN 10: 1584504501 ISBN 13: 9781584504504

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

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

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    Original o primera edición

    EUR 121,65

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

    Cantidad disponible: 1 disponibles

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    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.

  • Allen Sherrod

    Idioma: Inglés

    Publicado por Cengage Learning, Inc, Hingham, 2008

    ISBN 10: 1584505168 ISBN 13: 9781584505167

    Librería: AussieBookSeller, Truganina, VIC, Australia

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

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    Original o primera edición

    EUR 122,19

    Envío por EUR 31,92
    Se envía de Australia a Estados Unidos de America

    Cantidad disponible: 1 disponibles

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    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.

  • Mike Dickheiser

    Idioma: Inglés

    Publicado por Cengage Learning, Inc, Hingham, 2006

    ISBN 10: 1584504501 ISBN 13: 9781584504504

    Librería: AussieBookSeller, Truganina, VIC, Australia

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

    Contactar al vendedor

    Original o primera edición

    EUR 184,53

    Envío por EUR 31,92
    Se envía de Australia a Estados Unidos de America

    Cantidad disponible: 1 disponibles

    Añadir al carrito

    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.