Algorithmic and Architectural Gaming Design: Implementation and Development

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Author :
Publisher : IGI Global
ISBN 13 : 1466616350
Total Pages : 477 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Algorithmic and Architectural Gaming Design: Implementation and Development by : Kumar, Ashok

Download or read book Algorithmic and Architectural Gaming Design: Implementation and Development written by Kumar, Ashok and published by IGI Global. This book was released on 2012-05-31 with total page 477 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games represent a unique blend of programming, art, music, and unbridled creativity. To the general public, they are perhaps the most exciting computer applications ever undertaken. In the field of computer science, they have been the impetus for a continuous stream of innovations designed to provide gaming enthusiasts with the most realistic and enjoyable gaming experience possible. Algorithmic and Architectural Gaming Design: Implementation and Development discusses the most recent advances in the field of video game design, with particular emphasis on practical examples of game development, including design and implementation. The target audience of this book includes educators, students, practitioners, professionals, and researchers working in the area of video game design and development. Anyone actively developing video games will benefit from the practical application of fundamental computer science concepts demonstrated in this book.

Game Programming Algorithms and Techniques

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Publisher : Pearson Education
ISBN 13 : 0321940156
Total Pages : 352 pages
Book Rating : 4.3/5 (219 download)

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Book Synopsis Game Programming Algorithms and Techniques by : Sanjay Madhav

Download or read book Game Programming Algorithms and Techniques written by Sanjay Madhav and published by Pearson Education. This book was released on 2014 with total page 352 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game Programming Algorithms and Techniques is a detailed overview of many of the important algorithms and techniques used in video game programming today. Designed for programmers who are familiar with object-oriented programming and basic data structures, this book focuses on practical concepts that see actual use in the game industry. Sanjay Madhav takes a unique platform- and framework-agnostic approach that will help develop virtually any game, in any genre, with any language or framework. He presents the fundamental techniques for working with 2D and 3D graphics, physics, artificial intelligence, cameras, and much more. Each concept is illuminated with pseudocode that will be intuitive to any C#, Java, or C++ programmer, and has been refined and proven in Madhav's game programming courses at the University of Southern California. Review questions after each chapter help solidify the most important concepts before moving on. Madhav concludes with a detailed analysis of two complete games: a 2D iOS side-scroller (written in Objective-Cusing cocos2d) and a 3D PC/Mac/Linux tower defense game (written in C# using XNA/ MonoGame). These games illustrate many of the algorithms and techniques covered in the earlier chapters, and the full source code is available at gamealgorithms.net. Coverage includes Game time management, speed control, and ensuring consistency on diverse hardware Essential 2D graphics techniques for modern mobile gaming Vectors, matrices, and linear algebra for 3D games 3D graphics including coordinate spaces, lighting and shading, z-buffering, and quaternions Handling today's wide array of digital and analog inputs Sound systems including sound events, 3D audio, and digital signal processing Fundamentals of game physics, including collision detection and numeric integration Cameras: first-person, follow, spline, and more Artificial intelligence: pathfinding, state-based behaviors, and strategy/planning User interfaces including menu systems and heads-up displays Scripting and text-based data files: when, how, and where to use them Basics of networked games including protocols and network topology

Game Programming Patterns

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Author :
Publisher : Genever Benning
ISBN 13 : 0990582914
Total Pages : 353 pages
Book Rating : 4.9/5 (95 download)

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Book Synopsis Game Programming Patterns by : Robert Nystrom

Download or read book Game Programming Patterns written by Robert Nystrom and published by Genever Benning. This book was released on 2014-11-03 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.

Algorithmic Architecture

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Author :
Publisher : Routledge
ISBN 13 : 1136430067
Total Pages : 178 pages
Book Rating : 4.1/5 (364 download)

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Book Synopsis Algorithmic Architecture by : Kostas Terzidis

Download or read book Algorithmic Architecture written by Kostas Terzidis and published by Routledge. This book was released on 2006-08-14 with total page 178 pages. Available in PDF, EPUB and Kindle. Book excerpt: Why does the word design owe its origin to Latin and not Greek roots? Where do the limits of the human mind lie? How does ambiguity enter the deterministic world of computation? Who was Parmenides and why is his philosophy still puzzling today? This unique volume challenges the reader to tackle all these complex questions and more. Algorithmic Architecture is not a typical theory-based architectural book; it is not a computer programming or language tutorial book either. It contains a series of provocative design projects, and yet it is not just a design or graphic art book per se. Following the tradition of architecture as a conglomeration of various design fields - engineering, theory, art, and recently, computation - the challenge of this book is to present a concept that, like architecture, is a unifying theme for many diverse disciplines. An algorithm is not only a step-by-step problem-solving procedure, a series of lines of computer codes or a mechanistic linguistic expression, but is also an ontological construct with deep philosophical, social, design, and artistic repercussions. Consequently, this book presents many, various and often seemingly disparate points of view that lead to the establishment of one common theme; algorithmic architecture.

Parallel Computers 2

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Publisher : CRC Press
ISBN 13 : 9780852748114
Total Pages : 662 pages
Book Rating : 4.7/5 (481 download)

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Book Synopsis Parallel Computers 2 by : R.W Hockney

Download or read book Parallel Computers 2 written by R.W Hockney and published by CRC Press. This book was released on 1988-01-01 with total page 662 pages. Available in PDF, EPUB and Kindle. Book excerpt: Since the publication of the first edition, parallel computing technology has gained considerable momentum. A large proportion of this has come from the improvement in VLSI techniques, offering one to two orders of magnitude more devices than previously possible. A second contributing factor in the fast development of the subject is commercialization. The supercomputer is no longer restricted to a few well-established research institutions and large companies. A new computer breed combining the architectural advantages of the supercomputer with the advance of VLSI technology is now available at very attractive prices. A pioneering device in this development is the transputer, a VLSI processor specifically designed to operate in large concurrent systems. Parallel Computers 2: Architecture, Programming and Algorithms reflects the shift in emphasis of parallel computing and tracks the development of supercomputers in the years since the first edition was published. It looks at large-scale parallelism as found in transputer ensembles. This extensively rewritten second edition includes major new sections on the transputer and the OCCAM language. The book contains specific information on the various types of machines available, details of computer architecture and technologies, and descriptions of programming languages and algorithms. Aimed at an advanced undergraduate and postgraduate level, this handbook is also useful for research workers, machine designers, and programmers concerned with parallel computers. In addition, it will serve as a guide for potential parallel computer users, especially in disciplines where large amounts of computer time are regularly used.

From Control to Design

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Author :
Publisher :
ISBN 13 : 9788496540798
Total Pages : 0 pages
Book Rating : 4.5/5 (47 download)

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Book Synopsis From Control to Design by : Tomoko Sakamoto

Download or read book From Control to Design written by Tomoko Sakamoto and published by . This book was released on 2008 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Algorithmic Architecture

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Author :
Publisher : Routledge
ISBN 13 : 0750667257
Total Pages : 178 pages
Book Rating : 4.7/5 (56 download)

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Book Synopsis Algorithmic Architecture by : Kostas Terzidis

Download or read book Algorithmic Architecture written by Kostas Terzidis and published by Routledge. This book was released on 2006 with total page 178 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this examination of algorithmic architecture, this book guides readers in the increasingly popular practice of using algorithms to solve complex design issues and shows architects how to use algorithms to go beyond the mouse and transcend the factory set limitations of current 3D CAD software.

Optimization, Learning Algorithms and Applications

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Publisher : Springer Nature
ISBN 13 : 3031232364
Total Pages : 840 pages
Book Rating : 4.0/5 (312 download)

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Book Synopsis Optimization, Learning Algorithms and Applications by : Ana I. Pereira

Download or read book Optimization, Learning Algorithms and Applications written by Ana I. Pereira and published by Springer Nature. This book was released on 2023-01-01 with total page 840 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the proceedings of the Second International Conference on Optimization, Learning Algorithms and Applications, OL2A 2022, held in Bragança, Portugal, in October 2022. The 53 full papers and 3 short papers were thoroughly reviewed and selected from 145 submissions. They are organized in the topical sections on Machine and Deep Learning; Optimization; Artificial Intelligence; Optimization in Control Systems Design; Measurements with the Internet of Things; Trends in Engineering Education; Advances and Optimization in Cyber-Physical Systems; and Computer vision based on learning algorithms.

On-Chip Training NPU - Algorithm, Architecture and SoC Design

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Author :
Publisher : Springer Nature
ISBN 13 : 3031342372
Total Pages : 249 pages
Book Rating : 4.0/5 (313 download)

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Book Synopsis On-Chip Training NPU - Algorithm, Architecture and SoC Design by : Donghyeon Han

Download or read book On-Chip Training NPU - Algorithm, Architecture and SoC Design written by Donghyeon Han and published by Springer Nature. This book was released on 2023-08-28 with total page 249 pages. Available in PDF, EPUB and Kindle. Book excerpt: Unlike most available sources that focus on deep neural network (DNN) inference, this book provides readers with a single-source reference on the needs, requirements, and challenges involved with on-device, DNN training semiconductor and SoC design. The authors include coverage of the trends and history surrounding the development of on-device DNN training, as well as on-device training semiconductors and SoC design examples to facilitate understanding.

Computer Vision and Image Processing in Intelligent Systems and Multimedia Technologies

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Publisher : IGI Global
ISBN 13 : 1466660317
Total Pages : 391 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Computer Vision and Image Processing in Intelligent Systems and Multimedia Technologies by : Sarfraz, Muhammad

Download or read book Computer Vision and Image Processing in Intelligent Systems and Multimedia Technologies written by Sarfraz, Muhammad and published by IGI Global. This book was released on 2014-04-30 with total page 391 pages. Available in PDF, EPUB and Kindle. Book excerpt: The fields of computer vision and image processing are constantly evolving as new research and applications in these areas emerge. Staying abreast of the most up-to-date developments in this field is necessary in order to promote further research and apply these developments in real-world settings. Computer Vision and Image Processing in Intelligent Systems and Multimedia Technologies features timely and informative research on the design and development of computer vision and image processing applications in intelligent agents as well as in multimedia technologies. Covering a diverse set of research in these areas, this publication is ideally designed for use by academicians, technology professionals, students, and researchers interested in uncovering the latest innovations in the field.

Algorithms for Visual Design Using the Processing Language

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Publisher : Wiley
ISBN 13 : 9780470375488
Total Pages : 384 pages
Book Rating : 4.3/5 (754 download)

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Book Synopsis Algorithms for Visual Design Using the Processing Language by : Kostas Terzidis

Download or read book Algorithms for Visual Design Using the Processing Language written by Kostas Terzidis and published by Wiley. This book was released on 2009-05-11 with total page 384 pages. Available in PDF, EPUB and Kindle. Book excerpt: As the first book to share the necessary algorithms for creating code to experiment with design problems in the processing language, this book offers a series of generic procedures that can function as building blocks and encourages you to then use those building blocks to experiment, explore, and channel your thoughts, ideas, and principles into potential solutions. The book covers such topics as structured shapes, solid geometry, networking and databases, physical computing, image processing, graphic user interfaces, and more.

Algorithms and Networking for Computer Games

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Publisher : John Wiley & Sons
ISBN 13 : 1119259827
Total Pages : 415 pages
Book Rating : 4.1/5 (192 download)

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Book Synopsis Algorithms and Networking for Computer Games by : Jouni Smed

Download or read book Algorithms and Networking for Computer Games written by Jouni Smed and published by John Wiley & Sons. This book was released on 2017-06-06 with total page 415 pages. Available in PDF, EPUB and Kindle. Book excerpt: The essential guide to solving algorithmic and networking problems in commercial computer games, revised and extended Algorithms and Networking for Computer Games, Second Edition is written from the perspective of the computer scientist. Combining algorithmic knowledge and game-related problems, it explores the most common problems encountered in game programing. The first part of the book presents practical algorithms for solving “classical” topics, such as random numbers, procedural generation, tournaments, group formations and game trees. The authors also focus on how to find a path in, create the terrain of, and make decisions in the game world. The second part introduces networking related problems in computer games, focusing on four key questions: how to hide the inherent communication delay, how to best exploit limited network resources, how to cope with cheating and how to measure the on-line game data. Thoroughly revised, updated, and expanded to reflect the many constituent changes occurring in the commercial gaming industry since the original, this Second Edition, like the first, is a timely, comprehensive resource offering deeper algorithmic insight and more extensive coverage of game-specific networking problems than ordinarily encountered in game development books. Algorithms and Networking for Computer Games, Second Edition: Provides algorithmic solutions in pseudo-code format, which emphasises the idea behind the solution, and can easily be written into a programming language of choice Features a section on the Synthetic player, covering decision-making, influence maps, finite-state machines, flocking, fuzzy sets, and probabilistic reasoning and noise generation Contains in-depth treatment of network communication, including dead-reckoning, local perception filters, cheating prevention and on-line metrics Now includes 73 ready-to-use algorithms and 247 illustrative exercises Algorithms and Networking for Computer Games, Second Edition is a must-have resource for advanced undergraduate and graduate students taking computer game related courses, postgraduate researchers in game-related topics, and developers interested in deepening their knowledge of the theoretical underpinnings of computer games and in learning new approaches to game design and programming.

Game Engine Architecture, Third Edition

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Publisher : CRC Press
ISBN 13 : 1351974289
Total Pages : 1240 pages
Book Rating : 4.3/5 (519 download)

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Book Synopsis Game Engine Architecture, Third Edition by : Jason Gregory

Download or read book Game Engine Architecture, Third Edition written by Jason Gregory and published by CRC Press. This book was released on 2018-07-20 with total page 1240 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.

Motion in Games

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Publisher : Springer
ISBN 13 : 3642250904
Total Pages : 471 pages
Book Rating : 4.6/5 (422 download)

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Book Synopsis Motion in Games by : Jan Allbeck

Download or read book Motion in Games written by Jan Allbeck and published by Springer. This book was released on 2011-11-08 with total page 471 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the proceedings of the 4th International Workshop on Motion in Games, held in Edinburgh, UK, in November 2011. The 30 revised full papers presented together with 8 revised poster papers in this volume were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on character animation, motion synthesis, physically-based character motion, behavior animation, animation systems, crowd simulation, as well as path planning and navigation.

Algorithmic and Architectural Gaming Design

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Publisher :
ISBN 13 :
Total Pages : 478 pages
Book Rating : 4.:/5 (794 download)

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Book Synopsis Algorithmic and Architectural Gaming Design by : Ashok Kumar

Download or read book Algorithmic and Architectural Gaming Design written by Ashok Kumar and published by . This book was released on with total page 478 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Game Engine Architecture

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Author :
Publisher : CRC Press
ISBN 13 : 135160564X
Total Pages : 1042 pages
Book Rating : 4.3/5 (516 download)

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Book Synopsis Game Engine Architecture by : Jason Gregory

Download or read book Game Engine Architecture written by Jason Gregory and published by CRC Press. This book was released on 2017-03-27 with total page 1042 pages. Available in PDF, EPUB and Kindle. Book excerpt: Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.

Game AI Pro 360: Guide to Architecture

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Publisher : CRC Press
ISBN 13 : 0429621868
Total Pages : 403 pages
Book Rating : 4.4/5 (296 download)

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Book Synopsis Game AI Pro 360: Guide to Architecture by : Steve Rabin

Download or read book Game AI Pro 360: Guide to Architecture written by Steve Rabin and published by CRC Press. This book was released on 2019-09-10 with total page 403 pages. Available in PDF, EPUB and Kindle. Book excerpt: Steve Rabin’s Game AI Pro 360: Guide to Architecture gathers all the cutting-edge information from his previous three Game AI Pro volumes into a convenient single source anthology covering game AI architecture. This volume is complete with articles by leading game AI programmers that further explore modern architecture such as behavior trees and share architectures used in top games such as Final Fantasy XV, the Call of Duty series and the Guild War series. Key Features Provides real-life case studies of game AI in published commercial games Material by top developers and researchers in Game AI Downloadable demos and/or source code available online