Subcategories

Physics For Game Programmers [Repost]

Posted By: tanas.olesya
Physics For Game Programmers [Repost]

Physics For Game Programmers by Grant Palmer
English | 4 May 2009 | ISBN: 159059472X | 457 Pages | PDF | 4 MB

Shows how to create realistic action games without assuming college-level Physics (which the majority of gamers won't have); includes necessary physics and mathematics

Game Interface Design [Repost]

Posted By: tanas.olesya
Game Interface Design [Repost]

Game Interface Design by Brent Fox
English | 28 Dec. 2004 | ISBN: 1592005934 | 232 Pages | PDF | 6 MB

"Game Interface Design" reveals design principles and techniques that enable the reader to create aesthetic and easy to use, front-end menus and in-game interfaces.

Zune Game Development using XNA 3.0 (Repost)

Posted By: insetes
Zune Game Development using XNA 3.0 (Repost)

Zune Game Development using XNA 3.0 By Dan Waters
2009 | 405 Pages | ISBN: 1430218614 | PDF | 3 MB

Fluid Engine Development

Posted By: AlenMiler
Fluid Engine Development

Fluid Engine Development by Doyub Kim
English | 30 Dec. 2016 | ISBN: 1498719929 | 320 Pages | AZW3/MOBI/EPUB/PDF (conv) | 26.29 MB

From the splash of breaking waves to turbulent swirling smoke, the mathematical dynamics of fluids are varied and continue to be one of the most challenging aspects in animation.

Interactive Stories and Video Game Art: A Storytelling Framework for Game Design

Posted By: AlenMiler
Interactive Stories and Video Game Art: A Storytelling Framework for Game Design

Interactive Stories and Video Game Art: A Storytelling Framework for Game Design by Chris Solarski
English | 12 Dec. 2016 | ISBN: 1498781500 | 220 Pages | AZW3/MOBI/EPUB/PDF (conv) | 48.6 MB

The success of storytelling in games depends on the entire development team―game designers, artists, writers, programmers and musicians, etc.―working harmoniously together towards a singular artistic vision.

Gaming, Simulations and Society: Research Scope and Perspective

Posted By: tanas.olesya
Gaming, Simulations and Society: Research Scope and Perspective

Gaming, Simulations and Society: Research Scope and Perspective by R. Shiratori
English | 17 Sept. 2004 | ISBN: 4431223088 | 320 Pages | PDF | 5 MB

This book presents a current research scope and perspective of Simulation and Gaming. Theoretical problems of Simulation and Gaming will be examined with a view to improving the social sciences through the introduction of the techniques and concepts of Simulation and Gaming.

Chris Crawford on Game Design [Repost]

Posted By: tanas.olesya
Chris Crawford on Game Design [Repost]

Chris Crawford on Game Design by Chris Crawford
English | 18 Jun. 2003 | ISBN: 0131460994 | 504 Pages | CHM | 2 MB

Chris Crawford on Game Design is all about the foundational skills behind the design and architecture of a game. Without these skills, designers and developers lack the understanding to work with the tools and techniques used in the industry today.

Best Internet Links

Posted By: Alex

Multi-Threaded Game Engine Design [Repost]

Posted By: tanas.olesya
Multi-Threaded Game Engine Design [Repost]

Multi-Threaded Game Engine Design by HARBOUR
English | 18 Sept. 2010 | ISBN: 1435454170 | 593 Pages | PDF | 9 MB

MULTI-THREADED GAME ENGINE DESIGN shows experienced game developers how to apply multi-thread techniques to game programming technology to improve game performance.

Software Engineering for Game Developers [Repost]

Posted By: tanas.olesya
Software Engineering for Game Developers [Repost]

Software Engineering for Game Developers by John Flynt
English | 8 Dec. 2004 | ISBN: 1592001556 | 890 Pages | PDF | 24 MB

Software engineering leads to better software products. This book teaches readers how to develop games according to a design and follow a standardized approach to game development.

Test Drive Blender: A Starter Manual for New Users

Posted By: Underaglassmoon
Test Drive Blender: A Starter Manual for New Users

Test Drive Blender: A Starter Manual for New Users
Wiley-VCH | English | December 2016 | ISBN-10: 1138628794 | 232 pages | PDF | 23.09 mb

by John M. Blain (Author)

Thinking Animation [Repost]

Posted By: tanas.olesya
Thinking Animation [Repost]

Thinking Animation: Bridging the Path Between 2d and CG by Angie Jones
English | 16 Jun. 2006 | ISBN: 1598632604 | 368 Pages | PDF | 15 MB

Learn how to think before you animate. Thinking Animation is a one-of-a-kind book that emphasizes how artists can use traditional animation techniques and principles with the computer generated animation technology of today.

Invent Your Own Computer Games with Python

Posted By: AlenMiler
Invent Your Own Computer Games with Python

Invent Your Own Computer Games with Python by Al Sweigart
English | 13 Jan. 2017 | ISBN: 1593277954 | 376 Pages | AZW3/MOBI/EPUB/PDF (conv) | 25.88 MB

Invent Your Own Computer Games with Python will teach you how to make computer games using the popular Python programming language–even if you've never programmed before!

Beginning OpenGL Game Programming [Repost]

Posted By: tanas.olesya
Beginning OpenGL Game Programming [Repost]

Beginning OpenGL Game Programming by Luke Benstead
English | 23 Apr. 2009 | ISBN: 159863528X | 319 Pages | PDF | 2 MB

"Beginning OpenGL, Second Edition" provides an easy-to-understand introduction to OpenGL, introducing all the basic elements of OpenGL used in game development as they apply to games.

Femme digitale. 3D-Charaktere modellieren und in Szene setzen [Repost]

Posted By: tanas.olesya
Femme digitale. 3D-Charaktere modellieren und in Szene setzen [Repost]

Femme digitale. 3D-Charaktere modellieren und in Szene setzen by Arndt von Koenigsmarck
German | 2006 | ISBN: 3827323657 | 317 Pages | PDF | 40 MB

AI Game Engine Programming [Repost]

Posted By: tanas.olesya
AI Game Engine Programming [Repost]

AI Game Engine Programming by Brian Schwab
English | 23 Sept. 2004 | ISBN: 1584503440 | 622 Pages | PDF | 76 MB

AI Game Engine Programming is written for all levels of game AI developers who wish to further their knowledge of the myriad AI engines used in various genres.