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  • Don Seegmiller

    Lingua: Inglese

    Editore: Cengage Learning, Inc, United States, Hingham, 2003

    ISBN 10: 1584502320 ISBN 13: 9781584502326

    Da: WorldofBooks, Goring-By-Sea, WS, Regno Unito

    Valutazione del venditore 5 su 5 stelle 5 stelle, Maggiori informazioni sulle valutazioni dei venditori

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    EUR 6,66

    Spedizione EUR 6,49
    Spedito da Regno Unito a U.S.A.

    Quantità: 1 disponibili

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    Paperback. Condizione: 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.

  • Allen Sherrod

    Lingua: Inglese

    Editore: Cengage Learning, Inc, Hingham, 2008

    ISBN 10: 1584505168 ISBN 13: 9781584505167

    Da: Grand Eagle Retail, Bensenville, IL, U.S.A.

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    Prima edizione

    EUR 78,56

    Spedizione gratuita
    Spedito in U.S.A.

    Quantità: 1 disponibili

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    Hardcover. Condizione: 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

    Lingua: Inglese

    Editore: Cengage Learning, Inc, Hingham, 2006

    ISBN 10: 1584504501 ISBN 13: 9781584504504

    Da: Grand Eagle Retail, Bensenville, IL, U.S.A.

    Valutazione del venditore 5 su 5 stelle 5 stelle, Maggiori informazioni sulle valutazioni dei venditori

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    Prima edizione

    EUR 121,85

    Spedizione gratuita
    Spedito in U.S.A.

    Quantità: 1 disponibili

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    Hardcover. Condizione: 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

    Lingua: Inglese

    Editore: Cengage Learning, Inc, Hingham, 2008

    ISBN 10: 1584505168 ISBN 13: 9781584505167

    Da: AussieBookSeller, Truganina, VIC, Australia

    Valutazione del venditore 5 su 5 stelle 5 stelle, Maggiori informazioni sulle valutazioni dei venditori

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    Prima edizione

    EUR 121,92

    Spedizione EUR 31,97
    Spedito da Australia a U.S.A.

    Quantità: 1 disponibili

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    Hardcover. Condizione: 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.

  • Greg Snook

    Lingua: Inglese

    Editore: Cengage Learning, Inc, United States, Hingham, 2003

    ISBN 10: 1584502045 ISBN 13: 9781584502043

    Da: WorldofBooks, Goring-By-Sea, WS, Regno Unito

    Valutazione del venditore 5 su 5 stelle 5 stelle, Maggiori informazioni sulle valutazioni dei venditori

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    EUR 150,10

    Spedizione EUR 6,49
    Spedito da Regno Unito a U.S.A.

    Quantità: 2 disponibili

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    Paperback. Condizione: Very Good. With recent advancements in programmable 3D rendering hardware, game developers can create engines capable of making complete outdoor landscapes. Many of today's popular games include entire outdoor environments, but making these environments realistic and fast is a challenge for even the best programmers. Real-Time 3D Terrain Engines Using C++ and DirectX 9 is written to help make the process more efficient, and to bring new programmers into the field of 3D computer game programming. The book is dedicated to teaching the fundamentals of programming a popular 3D engine type - the "Real-Time 3D Terrain Engine." Throughout the book, the focus is on the essential topics of outdoor terrain rendering. So whether you are new to 3D engine programming or a seasoned veteran, Real-Time 3D Terrain Engines Using C++ and DirectX 9 will teach you how to use the latest advancements in hardware-accelerated rendering, and provide all of the tips, tricks, and ideas you need to build your own, complete 3D terrain engine. Skills Needed: It is assumed that you are familiar with C++, Direct X, math, and geometry and that you're ready to move into 3D engine design and real-time terrain visualization. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.

  • Mike Dickheiser

    Lingua: Inglese

    Editore: Cengage Learning, Inc, Hingham, 2006

    ISBN 10: 1584504501 ISBN 13: 9781584504504

    Da: AussieBookSeller, Truganina, VIC, Australia

    Valutazione del venditore 5 su 5 stelle 5 stelle, Maggiori informazioni sulle valutazioni dei venditori

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    Prima edizione

    EUR 184,12

    Spedizione EUR 31,97
    Spedito da Australia a U.S.A.

    Quantità: 1 disponibili

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    Hardcover. Condizione: 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.