3d Game Sound

3D Game Programming All in One (repost)  

Posted by MoneyRich at June 22, 2015
3D Game Programming All in One (repost)

3D Game Programming All in One by Kenneth C Finney
English | Nov 6, 2006 | ISBN: 1598632663 | 1085 Pages | PDF | 47 MB

"3D Game Programming All in One, Second Edition" is perfect for anyone interested in learning the skills and processes involved in making games. This new edition of the bestselling book shows readers how to design and create every aspect of a fully featured game. Starting with an introduction to game programming and the gaming industry the book covers game engines, scripts, textures, modeling, sound and music, and more.
Black Art of 3D Game Programming: Writing Your Own High-Speed 3D Polygon Video Games in C

Black Art of 3D Game Programming: Writing Your Own High-Speed 3D Polygon Video Games in C by Andre LaMothe
English | September 1995 | ISBN: 1571690042 | 1174 pages | PDF | 48 MB

Explains the complex technical aspects of video game programming in comprehensive language, covering such areas as 3-D graphics, "voxel graphics," digitized sound and music, modem communications, and game assembly.
3D Game Programming All in One By Kenneth C Finney (repost)

3D Game Programming All in One By Kenneth C Finney
Publisher: Course Technology PTR | 2004 | 800 Pages | ISBN: 159200136X | PDF | 17,0 mb

This book contain all of the tools and information necessary to create a complete ready-to-play first person shooter game. Functions as a stand-alone book or 'the next step' for readers of Game Programming All in One, which takes the reader through each step of the creation of a full 2D game. Provides thorough explanation of 3D game programming, an emerging market within gaming. The CD is a treasure chest of tools and resources for independent game developers, including a fully featured game engine; tools for modeling, sound and text editing, and image manipulation; sound, image, and music libraries.

3D Game Programming All in One (Repost)  

Posted by yurii1982 at June 19, 2010
3D Game Programming All in One (Repost)

3D Game Programming All in One
Publisher: Course Technology PTR | ISBN: 1598632663 | edition 2006 | PDF | 1117 pages | 12,2 mb

Are you an aspiring game developer with a great idea, but no practical knowledge for turning that idea into reality? 3D Game Programming All in One is the comprehensive guide you need! This new edition updates the original coverage with the latest version of Torque from GarageGames, and provides the very best tools available to the Indie game maker. This hands-on book not only teaches the technical skills behind 3D game programming, but also provides you with the practical experience you need to create your own games. As you create a first-person shooter, you'll cover the techniques behind the programming, textures, and models that go into successful game creation. You'll also cover the Torque Engine and will learn how to integrate sound and music into your game. 3D Game Programming All in One provides you with the training, experience, and tools you need to turn your dreams of game creation into reality!

3D Game Programming for Teens  

Posted by Alexpal at June 5, 2010
3D Game Programming for Teens

3D Game Programming for Teens by Maneesh Sethi
Publisher: CTPTR | Number Of Pages: 432 | Publication Date: 2009-02-17 | ISBN-10: 1598638432 | PDF | 6 Mb

Do you love video games? Do you want to learn how to make them yourself? Welcome to 3D Game Programming for Teens, Second Edition, a how-to resource for anyone interested in creating a video game. Written specifically for beginners in an easy-to-follow way, the book teaches you basic programming, graphic design, and 3D modeling so that you can design and develop your very own games. You’ll begin with an introduction to some simple programming concepts using the Blitz3D language. Then you’ll learn about graphics creation for games using CorelDRAW and PHOTOPAINT. Finally you’ll explore basic 3D modeling with Autodesk 3ds Max, and you’ll learn how to enhance your games with sound effects, collisions, and more. 3D Game Programming for Teens, Second Edition walks you through the game programming process step-by-step, with each new technique building upon the previous ones. The final chapter of the book shows you how to put all your new knowledge together and build your own full game! All you need to get started are some basic computer skills and a love of games. No previous programming experience required!

Maneesh Sethi, "3D Game Programming for Teens"  

Posted by Alexpal at May 28, 2010
Maneesh Sethi, "3D Game Programming for Teens"

Maneesh Sethi, "3D Game Programming for Teens"
Course Technology PTR | ISBN: 1598638432 | 2009-02-17 | 432 Pages | 5 MB

Do you love video games? Do you want to learn how to make them yourself? Welcome to 3D Game Programming for Teens, Second Edition, a how-to resource for anyone interested in creating a video game. Written specifically for beginners in an easy-to-follow way, the book teaches you basic programming, graphic design, and 3D modeling so that you can design and develop your very own games. You’ll begin with an introduction to some simple programming concepts using the Blitz3D language. Then you’ll learn about graphics creation for games using CorelDRAW and PHOTOPAINT. Finally you’ll explore basic 3D modeling with Autodesk 3ds Max, and you’ll learn how to enhance your games with sound effects, collisions, and more. 3D Game Programming for Teens, Second Edition walks you through the game programming process step-by-step, with each new technique building upon the previous ones. The final chapter of the book shows you how to put all your new knowledge together and build your own full game! All you need to get started are some basic computer skills and a love of games. No previous programming experience required!

Advanced 3D Game Programming with DirectX 10.0 (Repost)  eBooks & eLearning

Posted by leonardo78 at Nov. 3, 2016
Advanced 3D Game Programming with DirectX 10.0 (Repost)

Advanced 3D Game Programming with DirectX 10.0 By Peter Walsh
Publisher: Jones & Bartlett Publishers 2008 | 530 Pages | ISBN: 1598220543 | PDF | 5 MB

Advanced 3D Game Programming with DirectX 10.0 provides a guide to developing cutting-edge games using DirectX 10.0. Beginning with the foundations of 3D math and the components of DirectX, programmers new to graphics and game programming will learn how to implement networking, collision detection, and multithreading.

3D Game Development with Microsoft Silverlight 3: Beginner's Guide (Repost)  eBooks & eLearning

Posted by leonardo78 at Oct. 30, 2016
3D Game Development with Microsoft Silverlight 3: Beginner's Guide (Repost)

3D Game Development with Microsoft Silverlight 3: Beginner's Guide By Gastón C. Hillar
2009 | 452 Pages | ISBN: 1847198929 | PDF | 14 MB

Microsoft Silverlight is a programmable web browser plug-in that enables the animation, vector graphics, and audio-video playback features that characterize Rich Internet Applications.

3D Game Design with Unreal Engine 4 and Blender [Repost]  eBooks & eLearning

Posted by mapusi at Oct. 28, 2016
3D Game Design with Unreal Engine 4 and Blender [Repost]

3D Game Design with Unreal Engine 4 and Blender by Justin Plowman
English | 29 Jun. 2016 | ISBN: 1785881469 | 252 Pages | EPUB | 9.11 MB

Key Features

The only resource that shows how you can incorporate Blender into your Unreal Engine 4 Game environment
Create amazing 3D game environments by leveraging the power of Blender and Unreal Engine 4
Practical step-by-step approach with plenty of illustrative examples to get you started immediately

3D Game Engine Programming (Repost)  eBooks & eLearning

Posted by leonardo78 at Oct. 14, 2016
3D Game Engine Programming (Repost)

3D Game Engine Programming by Stefan Zerbst, Oliver Duvel
Publisher: Course Technology PTR | 2004 | ISBN: 1592003516 | 896 pages | PDF | 127,2 MB

A full-blown game engine is now an important industrial asset. Current engines exist with licensing fees of several $100,000, plus profit share costs. Because of these high costs, hobbyist game programmers are eager to learn how to write their own engines.