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Books > Computing & IT > Computer software packages > Computer games

Introduction to Game Development Using Processing (Paperback): Jr. Parker Introduction to Game Development Using Processing (Paperback)
Jr. Parker
R1,145 R974 Discovery Miles 9 740 Save R171 (15%) Ships in 18 - 22 working days

This book will guide you through the basic game development process, covering game development topics including graphics, sound, artificial intelligence, animation, game engines, Web-based games, etc. Real games will be created, and significant parts of a game engine will be built and made available for download. The companion DVD will contain example code, games, and color figures.Processing is a free, graphics-oriented language that provides the basic functionality needed for building games and runs on all major platforms. Moreover, it allows games to be built for desktop computers, HTML 5, and Android.Features: Teaches basic game development including graphics, sound, artificial intelligence, animation, game engines, Web-based games, and moreCreate a small collection of complete computer games developed throughout the book Uses Processing, a free, downloadable platform with a frame by frame display scheme that is perfect for computer gamesBrief Table of Contents: Chapter 1. Introduction to Game Internals; Chapter 2. Graphics and Image in Processing; Chapter 3. Sound; Chapter 4. 2D Game Example: Hockey Pong; Chapter 5. 3D Graphics; Chapter 6. Artificial Intelligence and Collision Detection; Chapter 7. Example 3D Game; Chapter 8. Web-Based Games and Processing.js; Chapter 9. Animations and Video; Chapter 10. Android; Chapter 11. Networking and Multi-player Games; Chapter 12. A Simple Multiplayer Example; Appendix A. Math for Games; Appendix B. Processing Basics

World of Warcraft: New Flavors of Azeroth Gift Set Edition (Hardcover): Chelsea Monroe-Cassel World of Warcraft: New Flavors of Azeroth Gift Set Edition (Hardcover)
Chelsea Monroe-Cassel
R902 Discovery Miles 9 020 Ships in 10 - 15 working days

The perfect gift for any fan of World of Warcraft. Journey through Azeroth and prepare to feast on new culinary delights inspired by World of Warcraft. This official gift set comes with World of Warcraft: New Flavors of Azeroth and an exclusive apron featuring celebrated Pandaren chef Nomi, equipped with a large front pocket and adjustable straps. As a young boy in Pandaria, Nomi answered the beckoning call of the Cooking School Bell and quickly grew into a promising chef. Through the years, this intrepid cook has traveled across Azeroth, learning countless regional recipes and techniques from Pandaria, the Broken Isles, and even the mysterious Shadowlands. In this cookbook, Nomi has collected the best recipes gathered during his travels, including: --Bladespire Bagel --Wild Berry Bread --Chewy Fel Taffy Equip your apron and let culinary expert Nomi be your guide in World of Warcraft: New Flavors of Azeroth Gift Set.

Game AI Pro - Collected Wisdom of Game AI Professionals (Hardcover): Steven Rabin Game AI Pro - Collected Wisdom of Game AI Professionals (Hardcover)
Steven Rabin
R3,981 Discovery Miles 39 810 Ships in 10 - 15 working days

Successful games merge art and technology in truly unique ways. Fused under tight production deadlines and strict performance requirements, shaped by demanding player expectations, games are among the most complex software projects created today. Game AI Pro: Collected Wisdom of Game AI Professionals covers both the art and the technology of game AI. Nothing covered is theory or guesswork. The book brings together the accumulated wisdom, cutting-edge ideas, and clever tricks and techniques of 54 of today's top game AI professionals. Some chapters present techniques that have been developed and passed down within the community for years while others discuss the most exciting new research and ideas from today's most innovative games. The book includes core algorithms that you'll need to succeed, such as behavior trees, utility theory, spatial representation, path planning, motion control, and tactical reasoning. It also describes tricks and techniques that will truly bring your game to life, including perception systems, social modeling, smart camera systems, player prediction, and even an AI sound designer. Throughout, the book discusses the optimizations and performance enhancements that enable your game to run while maintaining 60 frames per second.

Unity 4 Fundamentals - Get Started at Making Games with Unity (Paperback, New): Alan Thorn Unity 4 Fundamentals - Get Started at Making Games with Unity (Paperback, New)
Alan Thorn
R1,323 Discovery Miles 13 230 Ships in 10 - 15 working days

Get ahead of the game with Unity 4. The Unity engine is the tool of choice for many indie and AAA game developers. Unity 4 Fundamentals gives readers a head start on the road to game development by offering beginners a comprehensive, step by step introduction to the latest Unity 4 engine. The author takes a theory-to-practice approach to demonstrate what Unity 4 has to offer which includes: Asset management tools Real-time lighting and lightmapping Particle systems Navigation and pathfinding.

Introduction to Game Design, Prototyping, and Development - From Concept to Playable Game with Unity and C# (Paperback, 3rd... Introduction to Game Design, Prototyping, and Development - From Concept to Playable Game with Unity and C# (Paperback, 3rd edition)
Jeremy Gibson Bond
R1,616 Discovery Miles 16 160 Ships in 10 - 15 working days

Learn All the Design & Development Skills You Need to Make Great Games with Unity, the World's Most Popular Professional Game Engine If you want to design and develop games, there is no substitute for strong, hands-on experience with modern techniques and tools. That is exactly what this book provides. Leading instructor and indie game developer Jeremy Gibson Bond covers all three disciplines that you need to succeed: game design theory, rapid iterative prototyping, and practical programming. Building on two previous best-sellers, this Third Edition contains hundreds of improvements across more than 400 new pages, all designed to make it even easier to understand and more useful in modern game development. The five game tutorials have been thoroughly revised and expanded to cover even more best practices for prototyping and development, and all examples now use Unity 2020.3 LTS (Long Term Support), a stable and feature-rich standard for years to come. The new content includes greatly enhanced tutorials, a chapter on Unity's high-performance Data-Oriented Tech Stack (DOTS), new Coding Challenges to help you transition to making your own games from scratch, and tips on next steps after you have finished the book. The revamped website includes playable versions of all example games, plus an exciting new tool that provides immediate feedback on potential errors in your own code. Part I: Game Design and Paper Prototyping Use the Layered Tetrad to understand and design powerful interactive experiences. Explore the core game design practices of paper prototyping, testing, and iteration. Learn effective strategies for staying on track and on schedule. Get tips for finding a rewarding job in today's industry. Part II: Programming C# in Unity Learn C# from the basics through class inheritance, object-oriented programming, and data-oriented design. Part III: Game Prototype Tutorials Implement games across five genres: arcade, casual physics, space shooter, solitaire card game, and top-down adventure game. Each game is designed to be easily extensible into your own projects.Take three games from prototype to "first playable" through new extended tutorial chapters that refi ne the games further than in previous editions of the book. NEW! Part IV: Next Steps Tackle the new, growing library of Coding Challenges, a proven method for transitioning from tutorials to creating your own projects from scratch.Get ideas and resources for new projects to tackle on your own.

Persona 5: Mementos Mission Volume 1 (Paperback): Rokuro Saito Persona 5: Mementos Mission Volume 1 (Paperback)
Rokuro Saito; Edited by Atlus; Artworks by Rokuro Saito
R319 R298 Discovery Miles 2 980 Save R21 (7%) Ships in 18 - 22 working days

A mysterious group of phantom thieves skulks in the shadows of Tokyo, changing the hearts of corrupt adults. But behind their masks are... normal teenagers and a talking black cat?! PERSONA 5: MEMENTOS MISSION is an all-new mystery featuring the cast of PERSONA 5. IN THIS VOLUME: The attempted poisoning of an influential CEO... Suspicious happenings at a local doctor's clinic... Sketchy job requests at a back-street military shop... High schooler and phantom thieves leader Ren Amamiya tackles these mysterious incidents together with his trustworthy friends and the famous high school detective Goro Akechi!

Graphics Shaders - Theory and Practice, Second Edition (Hardcover, 2nd edition): Mike Bailey, Steve Cunningham Graphics Shaders - Theory and Practice, Second Edition (Hardcover, 2nd edition)
Mike Bailey, Steve Cunningham
R2,787 Discovery Miles 27 870 Ships in 10 - 15 working days

Graphics Shaders: Theory and Practice is intended for a second course in computer graphics at the undergraduate or graduate level, introducing shader programming in general, but focusing on the GLSL shading language. While teaching how to write programmable shaders, the authors also teach and reinforce the fundamentals of computer graphics. The second edition has been updated to incorporate changes in the OpenGL API (OpenGL 4.x and GLSL 4.x0) and also has a chapter on the new tessellation shaders, including many practical examples.

The book starts with a quick review of the graphics pipeline, emphasizing features that are rarely taught in introductory courses, but are immediately exposed in shader work. It then covers shader-specific theory for vertex, tessellation, geometry, and fragment shaders using the GLSL 4.x0 shading language. The text also introduces the freely available glman tool that enables you to develop, test, and tune shaders separately from the applications that will use them. The authors explore how shaders can be used to support a wide variety of applications and present examples of shaders in 3D geometry, scientific visualization, geometry morphing, algorithmic art, and more.

Features of the Second Edition:

  • Written using the most recent specification releases (OpenGL 4.x and GLSL 4.x0) including code examples brought up-to-date with the current standard of the GLSL language.
  • More examples and more exercises
  • A chapter on tessellation shaders
  • An expanded Serious Fun chapter with examples that illustrate using shaders to produce fun effects
  • A discussion of how to handle the major changes occurring in the OpenGL standard, and some C++ classes to help you manage that transition

The authors thoroughly explain the concepts, use sample code to describe details of the concepts, and then challenge you to extend the examples. They provide sample source code for many of the book s examples at www.cgeducation.org

Real-Time Shadows (Hardcover): Elmar Eisemann, Michael Schwarz, Ulf Assarsson, Michael Wimmer Real-Time Shadows (Hardcover)
Elmar Eisemann, Michael Schwarz, Ulf Assarsson, Michael Wimmer
R3,964 Discovery Miles 39 640 Ships in 10 - 15 working days

Important elements of games, movies, and other computer-generated content, shadows are crucial for enhancing realism and providing important visual cues. In recent years, there have been notable improvements in visual quality and speed, making high-quality realistic real-time shadows a reachable goal. Real-Time Shadows is a comprehensive guide to the theory and practice of real-time shadow techniques. It covers a large variety of different effects, including hard, soft, volumetric, and semi-transparent shadows. The 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 computation. The authors compare various algorithms for creating real-time shadows and illustrate how they are used in different situations. They explore the limitations and failure cases, advantages and disadvantages, and suitability of the algorithms in several applications. Source code, videos, tutorials, and more are available on the book's website www.realtimeshadows.com.

Game Development Tools (Paperback): Marwan Ansari Game Development Tools (Paperback)
Marwan Ansari
R1,682 Discovery Miles 16 820 Ships in 10 - 15 working days

"This book brings the insights of game professionals, DCC creators, hardware vendors, and current researchers together into a collection that focuses on the most underrepresented and critical part of game production: tools development. The first gems-type book dedicated to game tools, this volume focuses on practical, implementable tools for game development professionals. Topics range from asset tracking to improving remote version control performance to robust and efficient IO. Technical artists, as well as game play, audio, and graphics programmers will find new tools to improve work flow and help build games faster"--

Tales from the Sea of Thieves (Hardcover): Paul Davies Tales from the Sea of Thieves (Hardcover)
Paul Davies 1
R718 R526 Discovery Miles 5 260 Save R192 (27%) Ships in 10 - 15 working days

A lavishly illustrated introduction to the world of Rare s highly anticipated game Sea of Thieves, home to krakens, mermaids and buried treasure.

Narrated by three unique pirate captains the book will take a look at the world through their eyes. From laughable pirate suspicions to the towns and islands these hardened seafarers call home, they ll introduce and explore the fantastical Sea of Thieves, home to krakens, mermaids and buried treasure.

Including sea shanties, illustrations and sketches by the pirates and their crew, and much more, the book will immerse you in the world of Sea of Thieves. As an artifact fished straight from within the game universe, it features all the wear and tear expected from a grog-swilling pirate s life.

Sea of Thieves is an open world pirate adventure, where you can join a crew of friends online to sail the high seas, fight other ships and see where the tide takes you.

GPU Pro 2 (Hardcover): Wolfgang Engel GPU Pro 2 (Hardcover)
Wolfgang Engel
R4,252 Discovery Miles 42 520 Ships in 10 - 15 working days

This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes techniques for handheld programming to reflect the increased importance of graphics on mobile devices. It covers geometry manipulation, effects in image space, shadows, 3D engine design, GPGPU, and graphics-related tools.

Source code and other materials are available for download on the book's CRC Press web page.

Cyberpunk 2077 - The Complete Official Guide (Paperback, Annotated edition): Piggyback Cyberpunk 2077 - The Complete Official Guide (Paperback, Annotated edition)
Piggyback
R755 R709 Discovery Miles 7 090 Save R46 (6%) Ships in 18 - 22 working days
GPU Pro - Advanced Rendering Techniques (Hardcover): Wolfgang Engel GPU Pro - Advanced Rendering Techniques (Hardcover)
Wolfgang Engel
R4,285 Discovery Miles 42 850 Ships in 10 - 15 working days

This book covers essential tools and techniques for programming the graphics processing unit. Brought to you by Wolfgang Engel and the same team of editors who made the ShaderX series a success, this volume covers advanced rendering techniques, engine design, GPGPU techniques, related mathematical techniques, and game postmortems. A special emphasis is placed on handheld programming to account for the increased importance of graphics on mobile devices, especially the iPhone and iPod touch. Example programs and source code can be downloaded from the book's CRC Press web page.

Casual Game Design - Designing Play for the Gamer in ALL of Us (Paperback): Gregory Trefry Casual Game Design - Designing Play for the Gamer in ALL of Us (Paperback)
Gregory Trefry
R1,674 Discovery Miles 16 740 Ships in 10 - 15 working days

Casual games are changing the face of the game industry. They are bringing new players to games and reinvigorating former gamers. From the puzzle game downloadables that your mom devours to the Rock Band kit drawing a crowd at a party of twenty-somethings, these games share a focused simplicity that brings players of all demographics into the game. Casual games look easy and inviting to the player, but these games are deceivingly difficult to design. They need to cleverly mask their complexity so as not to frighten off players. This book offers insider tips and strategies on how to design casual games that appeal to all sorts of audiences (moms, and grandps alike ) The book focuses on how to create elegant games that draw in a wide variety of players, even ones skeptical of games. Designers will take away valuable insights and practical advice so that they can get started right away on designing - interviews with top game designers who have learned through experience offer pearls of advice for designers eager to break into this hot new field of gaming.

Persuasive Games - The Expressive Power of Videogames (Paperback): Ian Bogost Persuasive Games - The Expressive Power of Videogames (Paperback)
Ian Bogost
R1,269 Discovery Miles 12 690 Ships in 18 - 22 working days

An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.

The Ultimate RPG Character Backstory Guide: Expanded Genres Edition - Prompts and Activities to Create Compelling Characters... The Ultimate RPG Character Backstory Guide: Expanded Genres Edition - Prompts and Activities to Create Compelling Characters for Horror, Sci-Fi, X-Punk, and More (Paperback)
James D'Amato
R325 R298 Discovery Miles 2 980 Save R27 (8%) Ships in 9 - 17 working days

Take your skyship pirate, haunted waif, or alien scientist to the next level with this fun, interactive book of exercises to help you build your RPG character's backstory-made specifically for the genres you love to play. You can now explore new RPG character ideas with this character backstory guide to the most popular RPG genres beyond fantasy, from sci-fi to horror and superhero to western-themed games. This latest guide from One Shot creator and RPG expert James D'Amato helps you build out an existing character or create a new one, with these activities that provide plenty of RPG fun before you even hit the gaming table. With activities to help you flesh out characters for fantasy, sci-fi, horror, x-punk, superhero and western campaigns (with an extra chapter of neutral exercises you can use whenever you like), this book has everything you need, whether you're looking to start a new character, build out an existing character you're currently playing, or explore new character ideas and genres.

SNES Omnibus: The Super Nintendo and Its Games, Vol 1 (A-M) (Hardcover): Brett Weiss SNES Omnibus: The Super Nintendo and Its Games, Vol 1 (A-M) (Hardcover)
Brett Weiss
R1,443 R1,153 Discovery Miles 11 530 Save R290 (20%) Ships in 10 - 15 working days

Volume 2 of SNES Omnibus is a fun and informative look at ALL the original Super Nintendo games released in the US starting with the letters N-Z. More than 375 games are featured, including such iconic titles as Star Fox, Super Mario Kart, Super Mario World, Super Metroid, Tetris Attack, and Zombies Ate My Neighbors. Each game, whether obscure or mainstream, is covered in exhaustive detail. In addition to thorough gameplay descriptions, the book includes reviews, fun facts, historical data, quotes from vintage magazines, and, best of all, nostalgic stories about many of the games from programmers, authors, convention exhibitors, video game store owners, YouTube celebs, and other industry insiders. The book also features more than 2,000 full-color images, including box art, cartridges, screenshots, and vintage ads. Plus, there's a gorgeous centerfold starring your favorite SNES characters.

Unity from Zero to Proficiency (Beginner) - A Step-by-step guide to coding your first game (Paperback): Patrick Felicia Unity from Zero to Proficiency (Beginner) - A Step-by-step guide to coding your first game (Paperback)
Patrick Felicia
R769 Discovery Miles 7 690 Ships in 10 - 15 working days
Better Game Characters by Design - A Psychological Approach (Paperback): Katherine Isbister Better Game Characters by Design - A Psychological Approach (Paperback)
Katherine Isbister
R1,910 Discovery Miles 19 100 Ships in 10 - 15 working days

Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games. However, the principles of sophisticated character design and interaction are not widely understood within the game development community. Further complicating the situation are powerful gender and cultural issues that can influence perception of characters. Katherine Isbister has spent the last 10 years examining what makes interactions with computer characters useful and engaging to different audiences. This work has revealed that the key to good design is leveraging player psychology: understanding what's memorable, exciting, and useful to a person about real-life social interactions, and applying those insights to character design. Game designers who create great characters often make use of these psychological principles without realizing it. Better Game Characters by Design gives game design professionals and other interactive media designers a framework for understanding how social roles and perceptions affect players' reactions to characters, helping produce stronger designs and better results.

Building Interactive Worlds in 3D - Virtual Sets and Pre-Visualization for Games, Film, and the Web (Paperback): Jean-marc... Building Interactive Worlds in 3D - Virtual Sets and Pre-Visualization for Games, Film, and the Web (Paperback)
Jean-marc Gauthier
R1,778 Discovery Miles 17 780 Ships in 10 - 15 working days

In Building Interactive Worlds in 3D readers will find turnkey tutorials that detail all the steps required to build simulations and interactions, utilize virtual cameras, virtual actors (with self-determined behaviors), and real-time physics including gravity, collision, and topography. With the free software demos included, 3D artists and developers can learn to build a fully functioning prototype. The book is dynamic enough to give both those with a programming background as well as those who are just getting their feet wet challenging and engaging tutorials in virtual set design, using Virtools. Other software discussed is: Lightwave, and Maya. The book is constructed so that, depending on your project and design needs, you can read the text or interviews independently and/or use the book as reference for individual tutorials on a project-by-project basis. Each tutorial is followed by a short interview with a 3D graphics professional in order to provide insight and additional advice on particular interactive 3D techniques-from user, designer, artist, and producer perspectives.
* Create interactive, 3D sets - virtual buildings, terrains, as well as other virtual prototypes for games, film/video pre-visualization, and virtual reality design for the Web from sketch to fully-working prototype
* Interviews with experts in the field provide additional insight into each tutorial
* Dozens of tutorials on CD-ROM, and dozens more on author's website

Retrogame Archeology - Exploring Old Computer Games (Hardcover, 1st ed. 2016): John Aycock Retrogame Archeology - Exploring Old Computer Games (Hardcover, 1st ed. 2016)
John Aycock
R4,309 Discovery Miles 43 090 Ships in 10 - 15 working days

Drawing on extensive research, this book explores the techniques that old computer games used to run on tightly-constrained platforms. Retrogame developers faced incredible challenges of limited space, computing power, rudimentary tools, and the lack of homogeneous environments. Using examples from over 100 retrogames, this book examines the clever implementation tricks that game designers employed to make their creations possible, documenting these techniques that are being lost. However, these retrogame techniques have modern analogues and applications in general computer systems, not just games, and this book makes these contemporary connections. It also uses retrogames' implementation to introduce a wide variety of topics in computer systems including memory management, interpretation, data compression, procedural content generation, and software protection. Retrogame Archeology targets professionals and advanced-level students in computer science, engineering, and mathematics but would also be of interest to retrogame enthusiasts, computer historians, and game studies researchers in the humanities.

On-Screen Language in Video Games - A Translation Perspective (Paperback): Mikolaj Deckert, Krzysztof Hejduk On-Screen Language in Video Games - A Translation Perspective (Paperback)
Mikolaj Deckert, Krzysztof Hejduk
R586 Discovery Miles 5 860 Ships in 10 - 15 working days

In this Element, the authors focus on the translational dimension of 'on-screen language' (OSL). They analyse a data set covering the Polish localisations of Tom Clancy's The Division 2 and Shadow Warrior 2, from which over 1000 cases of unique and meaningful OSL were extracted, almost exclusively in languages other than Polish. Close to 100 representative examples are examined in this Element to map out a comprehensive typological account of OSL. First, visual-verbal stimuli are categorised by their prominence in the 3D environment. The second typology focuses on the identified OSL functions. A supplementary typological distinction is proposed based on the technical (static vs. dynamic) implementation of OSL. The discussion of findings and implications notably comprises input from an interview that the authors conduced with a lead level developer behind Shadow Warrior 2 to provide a complementary professional perspective on OSL and its translation.

Collision Detection in Interactive 3D Environments (Hardcover, New): Gino Van Den Bergen Collision Detection in Interactive 3D Environments (Hardcover, New)
Gino Van Den Bergen
R2,811 Discovery Miles 28 110 Ships in 10 - 15 working days

The heart of any system that simulates the physical interaction between objects is collision detection-the ability to detect when two objects have come into contact. This system is also one of the most difficult aspects of a physical simulation to implement correctly, and invariably it is the main consumer of CPU cycles. Practitioners, new to the field or otherwise, quickly discover that the attempt to build a fast, accurate, and robust collision detection system takes them down a long path fraught with perils and pitfalls unlike most they have ever encountered. Without in-depth knowledge and understanding of the issues associated with engineering a collision detection system, the end of that path is an abyss that has swallowed many a good programmer!
Gino van den Bergen's new book is the story of his successful journey down that path. The outcome is his well-known collision detection system, the SOftware Library for Interference Detection (SOLID). Along the way, he covers the topics of vector algebra and geometry, the various geometric primitives of interest in a collision system, the powerful method of separating axes for the purposes of intersection testing, and the equally powerful Gilbert-Johnson-Keerthi (GJK) algorithm for computing the distance between convex objects. But this book provides much more than a good compendium of the ideas that go into building a collision system. The curse of practical computational geometry is floating-point arithmetic. Algorithms with straightforward implementations when using exact arithmetic can have catastrophic failures in a floating-point system. Specifically, intersection and distance algorithms implemented in a floating-point systemtend to fail exactly in the most important case in a collision system-when two objects are just touching. Great care must be taken to properly handle floating-point round off errors. Gino's ultimate accomplishment in this book is his presentation on how to correctly implement the GJK distance algorithm in the presence of single-precision floating-point arithmetic. And what better way to illustrate this than with a case study, the final chapter on the design and implementation of SOLID.
About the CD-ROM
The companion CD-ROM includes the full C++ source code of SOLID 3.5 as well as API documentation in HTML and PDF formats. Both single (32bit) and double (64bit) precision versions of the SOLID SDK plus example programs can be compiled for Linux platforms using GNU g++ version 2.95 to 3.3 and for Win32 platforms using Microsoft Visual C++ version 6.0 to 7.1. Use of the SOLID source code is governed by the terms of either the GNU GPL or the Trolltech QPL (see CD-ROM documentation for details).
About the Author
Gino van den Bergen is a game developer living and working in The Netherlands. He is the creator of SOLID and holds a Ph.D. in computing science from Eindhoven University of Technology. Gino implemented collision detection and physics in NaN Technologies' Blender, a creation suite for interactive 3D content.
*Explains the fundamental geometric and numerical concepts that underlie the key algorithms of collision detection.
*CD-ROM includes the full C++ source code of SOLID, a well-known library for collision detection, plus binaries and example programs for Win32.
*Discusses algorithms for commonly used primitive types, such as spheres, boxes, cylinders, cones, triangles, rays, and convex polyhedra.
*Presents techniques for accelerating collision detection for complex models and scenes.

Art Of Destiny 2 (Hardcover, Not for Online ed.): Bungie Art Of Destiny 2 (Hardcover, Not for Online ed.)
Bungie
R1,066 R966 Discovery Miles 9 660 Save R100 (9%) Ships in 10 - 15 working days
Masters Of Doom - How two guys created an empire and transformed pop culture (Paperback, New ed): David Kushner Masters Of Doom - How two guys created an empire and transformed pop culture (Paperback, New ed)
David Kushner
R380 R348 Discovery Miles 3 480 Save R32 (8%) Ships in 9 - 17 working days

Masters of Doom is the true inside story of the Lennon and McCartney of the video game industry: John Carmack and John Romero. Together they created an empire, ruled a multibillion-dollar industry, and provoked a national controversy. They lived a unique American dream, escaping their broken homes to co-create the most innovative and notoriously successful video games in history - Doom and Quake - until the games they made tore them apart. David Kushner has been covering the video game industry for ten years and knows all the angles. Even those with no interest in video games will be fascinated by this vastly entertaining tale of friendship, betrayal and the genesis of a multibillion-dollar popular art form.

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