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Introduction to game development

Steve Rabin (Editor)

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تحویل فوری
پرداخت امن
ضمانت فایل
پشتیبانی

مشخصات کتاب

نویسنده
Steve Rabin (Editor)
سال انتشار
۲۰۰۹
فرمت
PDF
زبان
انگلیسی
حجم فایل
۹٫۳ مگابایت
شابک
9780840031037، 9781584506799، 9781584507055، 9781584507093، 0840031033، 1584506792، 1584507055، 1584507098

دربارهٔ کتاب

Welcome to Introduction to Game Development, Second Edition, the new edition of the book that combines the wisdom and expertise of more than twenty game industry professionals to give you a unique introduction to all aspects of game development, from design to programming to business and production. Organized around the curriculum guidelines of the International Game Developers Association (IGDA), the book is divided into seven independent sections, each featuring articles written by the experts on those topics. Suitable for both an introductory game development course or as a reference for game developers and designers, the book offers coverage of all the key concepts and ideas that encompass game development, while providing real-life examples and practical insight. Fully revised for today's technology, this second edition features an expanded section on game design, a new chapter on game writing and interactive storytelling, and much more. And the accompanying CD-ROM contains all the source code, demos, art files, and other materials referenced throughout the book. Introduction to Game Development, Second Edition is a must-have resource for anyone who wants to understand the entire game development process. Kindle textbooks are functionally equivalent to the print textbook. In some cases, individual items such as ancillary images or multimedia have been removed for digital delivery due to rights restrictions. Table of Contents......Page 4 Acknowledgments......Page 8 Preface......Page 10 How to Use this Book......Page 13 Contributor Bios......Page 18 PART 1 CRITICAL GAME STUDIES......Page 28 1.1 A Brief History of Video Games......Page 30 1.2 Games and Society......Page 70 PART 2 GAME DESIGN......Page 86 2.1 Game Design......Page 88 2.2 Game Writing and Interactive Storytelling......Page 166 PART 3 GAME PROGRAMMING: LANGUAGES AND ARCHITECTURE......Page 192 3.1 Teams and Processes......Page 194 3.2 C++, Java, and Scripting Languages......Page 216 3.3 Programming Fundamentals......Page 236 3.4 Game Architecture......Page 266 3.5 Memory and I/O Systems......Page 298 3.6 Debugging Games......Page 340 PART 4 GAME PROGRAMMING: MATH, COLLISION DETECTION, AND PHYSICS......Page 356 4.1 Mathematical Concepts......Page 358 4.2 Collision Detection and Resolution......Page 394 4.3 Real-Time Game Physics......Page 414 PART 5 GAME PROGRAMMING: GRAPHICS, ANIMATION, AI, AUDIO, AND NETWORKING......Page 448 5.1 Graphics......Page 450 5.2 Character Animation......Page 504 5.3 Artificial Intelligence: Agents, Architecture, and Techniques......Page 548 5.4 Artificial Intelligence: Pathfinding Overview......Page 586 5.5 Audio Programming......Page 604 5.6 Networking and Multiplayer......Page 630 PART 6 AUDIO VISUAL DESIGN AND PRODUCTION......Page 668 6.1 Visual Design......Page 670 6.2 3D Modeling......Page 684 6.3 3D Environments......Page 706 6.4 2D Textures and Texture Mapping......Page 714 6.5 Special Effects......Page 728 6.6 Lighting......Page 746 6.7 Animation......Page 754 6.8 Cinematography......Page 780 6.9 Audio Design and Production......Page 792 PART 7 GAME PRODUCTION AND THE BUSINESS OF GAMES......Page 816 7.1 Game Production and Project Management......Page 818 7.2 Game Industry Roles and Economics......Page 864 7.3 The Publisher-Developer Relationship......Page 884 7.4 Marketing......Page 906 7.5 Intellectual Property Content, Law, and Practice......Page 922 7.6 Content Regulation......Page 950 ABOUT THE CD-ROM......Page 964 A......Page 966 B......Page 969 C......Page 971 D......Page 975 E......Page 977 F......Page 978 G......Page 980 H......Page 982 I......Page 983 L......Page 985 M......Page 987 N......Page 989 P......Page 991 Q......Page 996 R......Page 997 S......Page 999 T......Page 1003 V......Page 1005 W......Page 1006 Z......Page 1007

Based on the curriculum guidelines of the IGDA, Introduction to Game Development is the first book to survey all aspects of the theory and practice of game development and design. The book, which might be used as a textbook for an introductory course, or for newcomers to the game development arena, is divided into several independent parts, including game programming, game production/design, and the business of game development. Selected topics include discussions of basic programming in C++ and Java(tm), visual design, culture and society, mathematics, physics, artificial intelligence, business, level design, game genre, sound, and many more. The accompanying CD-ROM covers tutorials, animations, images, demos, source code, and Microsoft PowerPoint lecture slides to reinforce the concepts presented in the book. Each chapter has been written by leading game developers in their respective areas. This is a must-have resource for anyone looking to understand the entire game development process.

KEY TOPICS
Critical Game Studies: The History of Video Games; Game Studies (Ludology); Games and Society
Game Design: Conceptual Game Play; Play Mechanics; Ideas; Game Theory; Abstract Design Elements; Psychological Design Considerations; Interface Design; Gender Inclusive Design; Practical Game Design; Spatial Design; Task Design; Design Integration; Control Schemes; Training; Play Testing; Player Analysis; Design Implications of Platform Choice
Game Programming: The Process of Game Programming; Practical Game Programming Issues; Programming Fundamentals; Math and Physics; Artificial Intelligence; Graphics and Animation; Audio Programming; Network Programming
Visual Design and Production: Graphics Design; User Interface Design; 3D Modeling; 2D Textures and Texture Mapping; Animation; Cinematography in Games; 3D Environments; Lighting and Shadows; Surface Effects
Audio Design and Production: Audio Design; Skills; Fundamentals; Interactive Audio; Sound Effects; Music; 3D Audio
Game Production and Management: Team Make-up; Phases of Game Development; Group Dynamics; Design Documentation; Scheduling; Quality Assurance; Coordinating Efforts; Product Post Mortems
The Business of Games: Business of Gaming; The Publisher-Developer Relationship; Marketing; Intellectual Property; Content Regulation

"Suitable for an introductory game development course or a reference for game developers and designers, this book offers coverage of all the key concepts and ideas that encompass game development, while providing real-life examples and practical insight."--Books24x7 website Based on the curriculum guidelines of the IGDA, this book surveys the various aspects of the theory and practice of game development, design, and production. It is suitable for those who are looking to understand the entire game development process.

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