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Showing posts with label .---Games programming. Show all posts
Showing posts with label .---Games programming. Show all posts

Monday, July 20, 2009

Emergence in Games


Penny Sweetser "Emergence in Games"
Charles River Media | 2007-11-29 | ISBN: 1584505516 | 312 pages | PDF | 6,2 MB


The future direction of game development is towards more flexible, realistic, and interactive game worlds. However, current methods of game design do not allow for anything other than pre-scripted player exchanges and static objects and environments. An emergent approach to game development involves the creation of a globally designed game system that provides rules and boundaries for player interactions, rather than prescribed paths. Emergence in Games provides a detailed foundation for applying the theory and practice of emergence in games to game design. Emergent narrative, characters and agents, and game worlds are covered and a hands-on tutorial and case study allow the reader to the put the skills and ideas presented into practice.

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Sunday, July 19, 2009

Game Programming All in One



Game Programming All in One

Game Programming All in One
pages : 832 | Publisher : Course Technology PTR; 3 edition (October 23, 2006) | English | ISBN : 1598632892 | PDF | 8 MB

Product Description
Game Programming All in One, Third Edition gives aspiring game programmers the skills that are needed to create professional-quality games. If you have a working knowledge of C or C++ and are ready to expand your skills into the field of game programming, then get ready to begin your journey with this latest edition! You won't cover the topic of programming in general, but rather the specifics of programming for games. Using the cross-platform Allegro game library, you'll learn how to write complete games that will run on almost any operating system. Both Windows® and Linux® screenshots are displayed throughout. Using the techniques taught within this book and the tools included on the CD-ROM, you'll be able to write standard Windows and DirectX® programs without the cost of an expensive compiler.


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Saturday, July 18, 2009

James Silva, John Sedlak - Building XNA 2.0 Games: A Practical Guide for Independent Game Development




James Silva, John Sedlak - Building XNA 2.0 Games: A Practical Guide for Independent Game Development
Apress | 2008 | ISBN: 1430209798 | Pages: 450 | PDF | 13.29 MB

Building XNA 2.0 Games: A Practical Guide for Independent Game Development is written by James Silva, who recently won the prestigious Microsoft Dream Build Play game competition with his award–winning title, The Dishwasher: Dead Samurai.

Building XNA 2.0 Games: A Practical Guide for Independent Game Development is an in–depth and exclusive look into the entire XNA game development process and includes the creation of a software game masterpiece. James Silva guides you through the process he took to build his award–winning title from concept to reality. He reveals tips and techniques for creating a polished, high–quality game with very few resources, while bridging the gap between coding and art.

This title shows software developers the following:

* The creation of a polished game from start to finish
* Design philosophies
* Next–gen 2D graphics, including shaders
* Techniques for fast, fluid game play
* XACT Audio and XInput
* Eye–catching particle effects for visual stimulation

The book is packed full of code, pictures, and valuable insights into XNA game development.
What you’ll learn

* If you are brand new to XNA, you’ll see basic concepts of game development through simple exercises.
* You’ll be able to follow along and see the steps taken to re–create the game that won the Microsoft Dream Build Play competition.
* You’ll learn and enhance artistic skills and artistic design capabilities.
* You’ll learn how to build software games that focus on the same artistic design, game play, and game flow/logic that are also found in commercial games.
* You’ll become more exposed to the exciting world of software games.

Who is this book for?

For anyone who has working knowledge of C# and .NET programming and either loves to build software games or is interested in seeing how to create an award–winning game.
About the Apress Building Series

The Apress Building series teaches application of existing technologies. The book content assumes the reader has fundamental working knowledge of a technology and demonstrates how to build solutions from the technology. The Building series books are characterized by visualizations of the end product and extensive use of examples to build that end product

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Steve Ince - Writing for Video Games


Steve Ince - Writing for Video Games
A&C Black | 2007 | ISBN: 0713677619 | Pages: 192 | PDF | 1.45 MB

Video games are a lucrative market for scriptwriters, but writing for video games is complex and very different from traditional media such as television or film. This practical guide shows how you can adapt your writing skills to this exciting medium. Written by an award-winning games writer, the book provides a realistic picture of how companies work, how the writer fits into the development process, and the skills required: storytelling; developing interactive narrative, characters, and viewpoints; dialogue comedy; and professional practice.


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Thomas Petchel - Java 2 Game Programming




Thomas Petchel - Java 2 Game Programming
Course Technology PTR | 2001 | ISBN: 1931841071 | Pages: 600 | PDF | 5.01 MB

With the power of today's personal computer, game developers no longer need to rely on low-level "tricks" to write computer games. Increasingly, object-oriented programming languages, such as Java, are being used to create cutting-edge games. "Java 2 Game Programming" gives you an inside look at how Java can be used to create powerful gaming applications more quickly and easily than ever before. With topics ranging from Java basics for newbie Java programmers to advanced coverage of animation and scene management, this book has it all. Put your new skills to use as you create a fully functional 2D game development engine and sample game. Get ready to take your programming skills to the next level as you master the concepts you need to create the hot new game of tomorrow!

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Wolfgang Engel, Amir Geva - Beginning Direct3D Game Programming




Wolfgang Engel, Amir Geva - Beginning Direct3D Game Programming
Muska & Lipman | 2002 | ISBN: 0761531912 | Pages: 528 | PDF | 3.19 MB

Beginning Direct3D Game Programming covers all of the elements that are necessary to create a Direct3D game for your PC! You will learn the essentials of Direct3D game programming, including basic algorithms, texture mapping basics, 3D math, lighting, use of depth buffers, and much more! This book also covers the Transformation & Lighting Pipeline and how to use it to map texture object with different effects, as well as different file formats and how to integrate them into your game engines. You'll go from the basics to hardcore Direct3D game programming in a matter of pages!

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Peter Walsh, Adrian Perez - Advanced 3-D Game Programming with DirectX 8.0




Peter Walsh, Adrian Perez - Advanced 3-D Game Programming with DirectX 8.0
Wordware Publishing | 2001 | ISBN: 155622513X | Pages: 600 | PDF | 6.79 MB

Microsoft’s DirectX is a powerful set of application programming interfaces used for multimedia application development. The latest version offers increased performance, better usability, and more power to create the next generation of interactive entertainment products that rival anything seen in the past. This revision of the best-selling Advanced 3-D Game Programming Using DirectX 7.0 focuses on the new features of DirectX 8.0, providing plenty of code to help readers understand how to create computer games using this advanced multimedia application development platform.

Among the topics discussed are: * Lighting and shading schemes * Networking and multithreading * Texture mapping * Scene management

Along with several sample applications that target specific algorithms, full source code is provided for a client-server networked 3-D first-person game that demonstrates many of the techniques discussed in the book. This gives readers the opportunity to develop their own code easily, basing it upon the technology discussed in the book.

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Game Character Animation All in One


Game Character Animation All in One
Les Pardew | ISBN: 1598630644 | PDF | 529 pages | 2006 | 20 MB

Within the world of video games, characters become almost living entities. Through the use of logic and artificial intelligence, the video-game character is able to act and react to each situation. As the designer, you hold the character's creative expression in your control. Game Character Animation All in One is a comprehensive guide to the techniques of developing and animating amazing characters for your games. It covers not only introductory-level character-design techniques, but also advanced character-creation and animation topics. With an 8-page color insert showcasing game-character design, this book is a detailed guide to creating exciting, believable, engaging characters for your games.

Link download

http://uploading.com/files/OCEFGI3H/booktraining.net_K257656765756.rar.html

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Java 2 Game Programming


Thomas Petchel - Java 2 Game Programming
Course Technology PTR | 2001 | ISBN: 1931841071 | Pages: 600 | PDF | 5.01 MB

With the power of today's personal computer, game developers no longer need to rely on low-level "tricks" to write computer games. Increasingly, object-oriented programming languages, such as Java, are being used to create cutting-edge games. "Java 2 Game Programming" gives you an inside look at how Java can be used to create powerful gaming applications more quickly and easily than ever before. With topics ranging from Java basics for newbie Java programmers to advanced coverage of animation and scene management, this book has it all. Put your new skills to use as you create a fully functional 2D game development engine and sample game. Get ready to take your programming skills to the next level as you master the concepts you need to create the hot new game of tomorrow!


Friday, July 17, 2009

James Silva, John Sedlak - Building XNA 2.0 Games: A Practical Guide for Independent Game Development


James Silva, John Sedlak - Building XNA 2.0 Games: A Practical Guide for Independent Game Development
Apress | 2008 | ISBN: 1430209798 | Pages: 450 | PDF | 13.29 MB

Building XNA 2.0 Games: A Practical Guide for Independent Game Development is written by James Silva, who recently won the prestigious Microsoft Dream Build Play game competition with his award–winning title, The Dishwasher: Dead Samurai.

Building XNA 2.0 Games: A Practical Guide for Independent Game Development is an in–depth and exclusive look into the entire XNA game development process and includes the creation of a software game masterpiece. James Silva guides you through the process he took to build his award–winning title from concept to reality. He reveals tips and techniques for creating a polished, high–quality game with very few resources, while bridging the gap between coding and art.

This title shows software developers the following:

* The creation of a polished game from start to finish
* Design philosophies
* Next–gen 2D graphics, including shaders
* Techniques for fast, fluid game play
* XACT Audio and XInput
* Eye–catching particle effects for visual stimulation

The book is packed full of code, pictures, and valuable insights into XNA game development.
What you’ll learn

* If you are brand new to XNA, you’ll see basic concepts of game development through simple exercises.
* You’ll be able to follow along and see the steps taken to re–create the game that won the Microsoft Dream Build Play competition.
* You’ll learn and enhance artistic skills and artistic design capabilities.
* You’ll learn how to build software games that focus on the same artistic design, game play, and game flow/logic that are also found in commercial games.
* You’ll become more exposed to the exciting world of software games.

Who is this book for?

For anyone who has working knowledge of C# and .NET programming and either loves to build software games or is interested in seeing how to create an award–winning game.
About the Apress Building Series

The Apress Building series teaches application of existing technologies. The book content assumes the reader has fundamental working knowledge of a technology and demonstrates how to build solutions from the technology. The Building series books are characterized by visualizations of the end product and extensive use of examples to build that end product.

Link download

http://uploading.com/files/05FZ1F0Q/booktraining.net_we05.rar.html


http://rapidshare.com/files/256311999/booktraining.net_we05.rar

Thursday, July 16, 2009

IT-Sicherheit mit System


Klaus-Rainer Müller, “IT-Sicherheit mit System”
Vieweg | 2007-11 | ISBN: 3834803685 | 506 pages | PDF | 4,6 MB

Das Buch vermittelt das wegweisende Handlungswissen, um IT-Prozesse anschaulich, effizient und ganzheitlich auf Sicherheit auszurichten. Durch Dr.-Ing. Müllers Sicherheitspyramide bietet es ein strukturiertes und strategisches Top-Down-Vorgehensmodell zum ganzheitlichen Aufbau des Sicherheitsmanagements. Es zeigt die Struktur, die von den geschäftspolitischen Sicherheitsanforderungen des Unternehmens ausgeht und Sicherheitsziele sowie -architektur angemessen berücksichtigt. Für die erfolgreiche Praxis ergeben sich daraus relevante Sicherheitskonzepte und -maßnahmen. Risiken und Schwachstellen werden transparent, Sicherheitslücken können geschlossen werden. Darüber hinaus enthält das Buch Tipps und Checklisten.

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Mirr0r

Steve Ince - Writing for Video Games


Steve Ince - Writing for Video Games
A&C Black | 2007 | ISBN: 0713677619 | Pages: 192 | PDF | 1.45 MB

Video games are a lucrative market for scriptwriters, but writing for video games is complex and very different from traditional media such as television or film. This practical guide shows how you can adapt your writing skills to this exciting medium. Written by an award-winning games writer, the book provides a realistic picture of how companies work, how the writer fits into the development process, and the skills required: storytelling; developing interactive narrative, characters, and viewpoints; dialogue comedy; and professional practice.

Link download

http://uploading.com/files/H68YX208/booktraining.net_we21.rar.html


http://rapidshare.com/files/256312016/booktraining.net_we21.rar

Thomas Petchel - Java 2 Game Programming


Thomas Petchel - Java 2 Game Programming
Course Technology PTR | 2001 | ISBN: 1931841071 | Pages: 600 | PDF | 5.01 MB

With the power of today's personal computer, game developers no longer need to rely on low-level "tricks" to write computer games. Increasingly, object-oriented programming languages, such as Java, are being used to create cutting-edge games. "Java 2 Game Programming" gives you an inside look at how Java can be used to create powerful gaming applications more quickly and easily than ever before. With topics ranging from Java basics for newbie Java programmers to advanced coverage of animation and scene management, this book has it all. Put your new skills to use as you create a fully functional 2D game development engine and sample game. Get ready to take your programming skills to the next level as you master the concepts you need to create the hot new game of tomorrow!

Link download

http://uploading.com/files/Q5I8NYC6/booktraining.net_we27.rar.html


http://rapidshare.com/files/256312003/booktraining.net_we27.rar

Wolfgang Engel, Amir Geva - Beginning Direct3D Game Programming


Wolfgang Engel, Amir Geva - Beginning Direct3D Game Programming
Muska & Lipman | 2002 | ISBN: 0761531912 | Pages: 528 | PDF | 3.19 MB

Beginning Direct3D Game Programming covers all of the elements that are necessary to create a Direct3D game for your PC! You will learn the essentials of Direct3D game programming, including basic algorithms, texture mapping basics, 3D math, lighting, use of depth buffers, and much more! This book also covers the Transformation & Lighting Pipeline and how to use it to map texture object with different effects, as well as different file formats and how to integrate them into your game engines. You'll go from the basics to hardcore Direct3D game programming in a matter of pages!

Link download

http://uploading.com/files/BKG7VPC1/booktraining.net_we29.rar.html


http://rapidshare.com/files/256312025/booktraining.net_we29.rar

Peter Walsh, Adrian Perez - Advanced 3-D Game Programming with DirectX 8.0


Peter Walsh, Adrian Perez - Advanced 3-D Game Programming with DirectX 8.0
Wordware Publishing | 2001 | ISBN: 155622513X | Pages: 600 | PDF | 6.79 MB

Microsoft’s DirectX is a powerful set of application programming interfaces used for multimedia application development. The latest version offers increased performance, better usability, and more power to create the next generation of interactive entertainment products that rival anything seen in the past. This revision of the best-selling Advanced 3-D Game Programming Using DirectX 7.0 focuses on the new features of DirectX 8.0, providing plenty of code to help readers understand how to create computer games using this advanced multimedia application development platform.

Among the topics discussed are: * Lighting and shading schemes * Networking and multithreading * Texture mapping * Scene management

Along with several sample applications that target specific algorithms, full source code is provided for a client-server networked 3-D first-person game that demonstrates many of the techniques discussed in the book. This gives readers the opportunity to develop their own code easily, basing it upon the technology discussed in the book.

Link download

http://uploading.com/files/2MAEKFLC/booktraining.net_we30.rar.html


http://rapidshare.com/files/256312035/booktraining.net_we30.rar

Wednesday, July 15, 2009

The Ap Professional Graphics Cd-Rom Library

The Ap Professional Graphics Cd-Rom Library

AP Professional, «The Ap Professional Graphics Cd-Rom Library»
Academic Press | ISBN: 012059756X | 1995 | PDF | 625 pages | 4.76 MB

This book can be used in many ways. It can be used as a reference, to find the solution to a specific problem that confronts you. If you are addressing the same problem as one discussed in a particular Gem, you’re more than halfway to a solution, particularly if that Gem provides C or C + + code. Many of the ideas in this volume can also be used as a starting point for new work, providing a fresh point of view. However you choose to use this volume, there are many ideas contained herein.


Link download

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3D Game Programming for Teens

3D Game Programming for Teens

3D Game Programming for Teens

Product Description
“3D Game Programming for Teens” is a comprehensive, step-by-step introduction to 3D game programming for both teenagers and non-programmers. Organized into three parts, the book begins with an introduction to the game development industry, the game development process, and game engines including WildTangent. Part two covers JavaScript and Web programming and illustrates multiple concepts including variables, loops, and arrays. The final part of the book brings all of the concepts learned together, as you incrementally build a 3D game as each skill is introduced. “3D Game Programming for Teens” assumes no prior programming experience and focuses on teaching the basic skills needed to build a simple 3D game. Once you have mastered the basics, you can apply each skill to more complex game engines and game building. Helpful definitions, examples, sample code, and a hands-on tutorial approach make the book a simple yet complete introduction to 3D game programming.

About the Author
Eric Grebler is an IT professional, author and certified trainer who has demystified the world of computers for thousands of people. As a software expert, Eric has entertained standing-room-only crowds all over the world with his energetic and informative training sessions. He has written books and developed curriculum and resource material on a wide range of technical topics including: computer graphics, operating systems, digital audio and office suites.



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Game Programming All in One

Game Programming All in One

Game Programming All in One

Product Description
Create your own high-caliber games with some of the same tools used by professional game developers! If you have a working knowledge of C or C++, then “Game Programming All in One, 2nd Edition” can get you started on your journey. It uses hands-on projects to explain each new subject and includes many sample programs to reinforce the material in each chapter. Begin by learning about cross-platform game programming, writing code that will run under Windows®, Linux®, Mac OS® X, and many other systems. Enhance your skills by working through the core features of the Allegro game library and writing code to load images, manipulate sprites, scroll the background, use double-buffering, read a joystick, detect collisions, and implement other core features of any game. You will gain experience by creating a complete game and adding features to it in each new chapter. You will also learn how to write a scrolling platform game and a vertical shooter.



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Mirr0r

Monday, July 13, 2009

Retro Game Programming: Unleashed for the Masses


Retro Game Programming: Unleashed for the Masses
Course Technology PTR | 2005-03-11 | ISBN: 1592009069 | 336 pages | PDF | 4,8 MB


"Retro Game Programming" is the gateway to the inner sanctums of game programming, past and present. It is designed to make retro game programming easy for anyone to learn. The staggering advances from the arcade games of yesterday to today’s realistic computer games may seem daunting. When you conquer the underlying principles of retro game programming, however, you are on your way to understanding the complexities of modern game programming-by mastering the past, you are more likely to understand the present. The machines studied in this book are a part of a great legacy that began the journey leading us to the mind-blowing capabilities of today's computers. By studying the programming concepts used to create these classic games you will develop solid programming techniques that you can apply to more modern machines and software. What better way to accomplish that task than to start at the beginning-with the games that launched the video game craze!

Link download

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Youda Sushi Chef (Final)



Youda Sushi Chef (Final) | PC Game | 64.50 Mb

Youda Sushi Chef is a fun time management game. Your main goal is to keep your customers happy and serve them the right dishes in time to reach your daily target. You really have to rely on your memory skills. Extra features like reservations and take away orders coming in constantly keep your adrenaline going.

You start your own sushi restaurant, build your sushi restaurant emporium and finally become the one and only Sushi Chef! Serving your customers all kinds of sushi, your goal is to reach a daily target. Every next level more sushi ingredients will be added and the more complex your sushi making will be. To reach your target in higher levels you can buy upgrades to serve customers faster, make combo's or serve some take-away meals to earn extra money. To keep your customers happy you can decorate your restaurants, perform great knife tricks or serve some sake while your customers are waiting.

The game consists of six beautifully designed restaurants, a great choice of different sushi recipes, lots of bonuses, combo's and upgrades. Youda Sushi Chef outshines by beautiful design and a challenging game play.

System Requirements:
- Operating system: Windows 98SE, 2000, ME, XP , Vista
- Processor speed: Pentium II, 1000 MHz
- RAM: 1024 MB RAM
- Disk space (uncompressed): 60 MB
- Graphics Card: 16 Mb 3D video card
- Sound Card: onboard soundcard or soundblaster
- DirectX version: 9 or later

Download link:
http://hotfile.com/dl/8465013/4cc7c1e/booktraining.net_Sushi.rar.html

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