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81. The Awesome Power of Direct3D/DirectX - The DirectX 7 Version by Peter J Kovach | |
CD-ROM: 702
Pages
(1998-01-01)
list price: US$54.95 -- used & new: US$3.50 (price subject to change: see help) Asin: 1884777473 Average Customer Review: Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description Customer Reviews (55)
This book is out of date, save your money
Good.....but not interesting.... When I read pg. #3 four months ago, I was embarassed. On pg. #50, I saw too many aliens. Finally on pg. #60 I became an dead man. At that time, I was perfactly beginner on computer graphics and Kovach's book looks terrible and like alien. However, now I would like to say "Thank You" to Kovach for writing such a wonderful book. After reading an elementary stuff on graphical mathmatics, DirectDraw and so on, I can understand what the alien is and how it works. It is the point what I want to say that this book is good for intermediate reader who are familiar with WIn32 programming and have some basic skills on DirectDraw, but if you are completely beginner at computer science or Win32, this book make you mad. All thing have pros and cons. All codes on this book is not so good to read and understand.
Very very imformative -- ashame the code is laid out poorly
extremely messy code
Code is quite confusing but some topics are a bit helpful. |
82. 3D Game Art f/x & Design by Luke Ahearn | |
Paperback: 408
Pages
(2001-09-12)
list price: US$49.99 -- used & new: US$3.29 (price subject to change: see help) Asin: 1588801004 Average Customer Review: Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description Customer Reviews (7)
Excellent first book
A good starting point for the aspiring mod maker or mapper
A good start, though a way to go I work professionally as a developer on a 3D authoring application and so I'm pretty familiar with many of the skills required to create 3D content. There are many steps from concept to final, and some of them require at least a rudiment of artistic or design background. The author at least does a good job of taking the reader through most of the important steps, and certainly focuses on the design related ones. The author gives some good source material and basic techniques for dirtying up and making textures tileable, though some of the tasks require at least a moderate knowledge of Photoshop. He also offers a few key tidbits of advice in modeling and lighting environments, though nothing groundbreaking. A large portion of the book goes to explaining how to use Genesis3D, an open source 3D application that comes on the CD with the book. I applaud the author in at least packaging a pertinent program so the reader can be given a chance to use their skills. Unfortunately it is typical of 3D-game world editors and isn't very easy to use. I would recommend at least looking around and trying other editors before investing much time in learning one. Though this is certainly a necessary evil to learn at least one if you plan on doing any level editing. I'd say the main weakness of the book is that it is geared primarily towards the creation of typical first-person shooter worlds. Fortunately these are very popular, and surrealistic enviroments tend not to require as much finesse because limited or extreme lighting and environments can be used to hide limitations in modeling experience. It tends to be much more difficult to create 3D enviroments of the familiar (i.e. offices, house interiors, etc.) though who wants to make those anyway, that's what everyone is trying to escape from in the first place, right? ;) In closing, this book is a good start, however, even though the author may be a really great level designer he definitely hasn't imparted all of his tricks in this book. I don't mean to offend, though it possibly might be from lack of experience. The fact that he talks about how to get rid of "flash burn" from a camera instead of teaching techniques on how to avoid it in the first place, such as buying an [inexpensive]off-camera flash (or if you can't afford that, at least putting tissue paper in front of the flash to act as a diffuser) For more information of how to create good textures, I'd recommend reading anything Hayden Duvall has written in Game Developer Magazine or on game development Web sites. For more information of fundamental lighting techniques, I'd recommend [digital] Lighting and Rendering by Jeremy Birn. Or, if you can afford it, take a technical theater course on lighting design at a community college. Unfortunately, for 3D game level design there aren't very many good resources, they're all broken up by what editor is used to create the levels, so first pick your game/editor and then just look for forums dedicated to that one.
From a programmers perspective The book is dived into two parts. "Part 1 - 2D Interactive Game Art" is devoted to designing and building textures in Adobe Photoshop. This was a bit disapointing as I can't afford to pop ($) for Photoshop. But I imagine the techniques are pretty much the same regardless of the software you use (assuming that part of the industry uses any kind of a standard). Part 1 also has a few detours into things like "Logos" and their design process and "Menu's and Interfaces." In my opinion, these detours are bonus materials. The author uses a tutorial based approach for learning how to build textures in Photoshop. Each tutorial focuses on a basic method, i.e., Creating A Rust Texture, Creating Brushed Metal. Then, a group of tutorials is followed up by a multi texture project that may or may not use the textures you created in the previous tutorials. The texture tutorials are a bit vague. They basically follow this kind of format (I'm paraphrasing each step): To create a rust texture in Photshop, follow these steps: 1. Creat a new image document and make it 600x600... If you are already a texture artist, maybe you know what "Set the amount to 40, Gaussian and make it Monochromatic" means. But I would have liked an explanation of these types of things. The problem with the tutorial approach is it is specific to Adobe Photoshop. If you don't have Photoshop to follow along with, it is hard to understand what is happening in these steps. I would have liked a better explanation of designing textures for tiling. There are tutorials for designing seamless textures, but again, without having Photoshop (and zero game art experience) it is really hard to follow. Part 1 also has some good insight into creating and managing your texture library. Part 2 - World Building: Genesis3D and Reality Factory, focuses on building game levels for use in the Genesis3D game engine (Reality Factory is an upgraded and improved version of the Genesis3D engine). Part 2 of the book is, again, a tutorial based approach to building a game world with the level editor. In fact, all of the tutorials are part of one project that part 2 focuses on: building a castle, courtyard and models (to place in the castle gameworld). The last chapter of the book focuses on Reality Factory and the goodies it adds to Genesis3D. My goal is to write my own level editor and game engine. I have the software knowledge to do so and now this book has given me a peek at what a level editor should do and how it goes hand in hand with the game engine. At first I was put off by the tutorial approach until I realized that in order to learn this stuff you need to do this stuff. And to do it you need some software. So on second thought it was only natural for the author to pick some software and teach you how to use it. In doing so, he succeeds in teaching you about "3D Game Art and f/x Design." SOFTWARE ON THE CD I was a bit upset when I realized the minimum OS requirement for software on the CD was Windows 98. I am still running a 1997 version of Windows 95! (I know, I know... I'm in the process of ordering a tricked out Alienware machine!). But, having experience with these type of requirements, I decided to install everything anyway. And it works! At least the level editor and Genesis3D game engine work. As my machine is a 166 MHz P II, I'm not even going to attempt to run the Reality Factory (min reqs: P II 200 MHz, 64 mb ram, NVidia TNT-class 3D accelerator. recommended: P II 400 MHz, AGP NVidia TNT2-class 3D accelerator). Fair warning now, Reality Factory will not run without a 3D accelerator. The CD comes with a test game. Genesis3D uses the DirectX API. My machine does not have a 3D accelerator so Genesis3D runs in software mode. My frame rate at 640x480 was a whopping 5 frames/second (yes, I'm being sarcastic)! But the author does warn you about this. When all is said and done, I was very pleased with this book. It gave me some good insight to Game Art. The level editor and Genesis3D game engine were bonus materials.
A Gamer |
83. Network and Operating Systems Support for Digital Audio and Video: 5th International Workshop, NOSSDAV '95, Durham, New Hampshire, USA, April 19-21, 1995. Proceedings | |
Kindle Edition: 357
Pages
(1995-11-30)
list price: US$74.95 Asin: B000W9C8MC Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description |
84. Languages, Methodologies and Development Tools for Multi-Agent Systems: First International Workshop, LADS 2007, Durham, UK, September 4-6, 2007, Revised ... / Lecture Notes in Artificial Intelligence) | |
Paperback: 279
Pages
(2008-08-27)
list price: US$69.95 -- used & new: US$47.51 (price subject to change: see help) Asin: 3540850570 Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description This book constitutes the thoroughly refereed post-workshop proceedings of the First International Workshop on Languages, Methodologies and Development Tools for Multi-Agent Systems, LADS 2007, held in Durham, UK, in September 2007. The workshop was part of MALLOW 2007, a federation of workshops on Multi-Agent Logics, Languages, and Organizations. The 15 revised full papers, presented together with 1 invited paper reporting the aims and achievements of the OpenKnowledge project, were carefully reviewed and selected from 32 submissions. The papers are organized in topical sections on agent reasoning and semantics, declarative languages and technologies, methodologies and design, and development frameworks. |
85. Focus On 3D Models (Game Development) by Evan Pipho | |
Paperback: 232
Pages
(2002-12-27)
list price: US$29.99 -- used & new: US$15.00 (price subject to change: see help) Asin: 1592000339 Average Customer Review: Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description Customer Reviews (6)
Not great, not awful
Not bad, definately not great
Small, short and to the point
Good beginners intro He starts with a good intro to matrices and quaternions, followed by a good intro to modeling concepts, and then describes a few formats in detail.Unfortunately, he doesn't go into any more advanced discussion on how to put things together... i.e. how to *use* the models.A few pages are wasted explaining how to use some basic "C", but I've seen worse... Overall, I give it four stars because, if you know nothing of the topic, it is an excellent jump start.If you do have knowledge of the topic, then you aren't the target audience.
Fulfills its stated purpose well The model formats covered by this book are Quake 2 (.md2), .obj, MilkShape, 3D Studio Max (.3ds), Half-life (.mdl), and Quake 3 (.md3). All of these formats are covered quite well, with sample code showing how to load, display and (when applicable) animate them. The exception is the Half-life format, for which he just uses the SDK, so there's no real information on the format itself. In addition to the specific formats, there are chapters on skeletal animation and useful tips on working with models. My only real complaint is that about 1/4 of the book's pages are spent on covering vectors, matrices, quaternions, and STL vectors. Although knowledge of these topics is important for understanding the rest of the book, I'd suspect most readers will already be familiar with them. I would have preferred to have these chapters included on the CD instead, freeing up space for more useful information (detailed coverage of the Half-life format, perhaps?). Overall, though, I was happy with the book. It's compact, inexpensive, an easy read, and it's nice to have the most common formats covered in one convenient volume. If you're looking for an introduction to using 3D models, or just want a physical reference for these formats to keep on your desk, I'd recommend it. ... Read more |
86. GPU Gems 3 by Hubert Nguyen | |
Hardcover: 1008
Pages
(2007-08-12)
list price: US$74.99 -- used & new: US$45.64 (price subject to change: see help) Asin: 0321515269 Average Customer Review: Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description This third volume of the best-selling GPU Gems series provides a snapshot of today’s latest Graphics Processing Unit (GPU) programming techniques. The programmability of modern GPUs allows developers to not only distinguish themselves from one another but also to use this awesome processing power for non-graphics applications, such as physics simulation, financial analysis, and even virus detection—particularly with the CUDA architecture. Graphics remains the leading application for GPUs, and readers will find that the latest algorithms create ultra-realistic characters, better lighting, and post-rendering compositing effects. Major topics include Contributors are from the following corporations and universities: 3Dfacto Section Editors include NVIDIA engineers: Cyril Zeller, Evan Hart, Ignacio Castaño, Kevin Bjorke, Kevin Myers, and Nolan Goodnight. The accompanying DVD includes complementary examples and sample programs. Customer Reviews (3)
Even better, than GPU Gems 1/2
Good book, i would like to see more code
A five star book for advanced graphics programmers only |
87. The Arrival (PC CD Jewel Case) | |
Unknown Binding:
Pages
-- used & new: US$3.48 (price subject to change: see help) Asin: B0002JY56O Canada | United Kingdom | Germany | France | Japan | |
Editorial Review Product Description |
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