<?xml version="1.0"?>
<rss version="0.92" xml:base="http://www.freebookspot.es">
<channel>
<title>FreeBookSpot Game_Development Latest Books</title>
<link>http://www.freebookspot.es</link>
<description>Latest books added today</description>
<language>en-us</language>
<image>
<title>FreeBookSpot Game_Development </title>
<url>http://www.freebookspot.es/logorss.jpg</url>
<link>http://www.freebookspot.es</link>
<width>160</width>
<height>43</height>
</image>
<item>
<title>Physics for Game Developers: Science, math, and code for realistic effects</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=381078</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=381078"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Physics_for_Game_Developers__S_5_17_2013_6_57_52_PM.jpeg" align="left" hspace="10" /></a>If you want to enrich your game’s experience with physics-based realism, the expanded edition of this classic book details physics principles applicable to game development. You’ll learn about collisions, explosions, sound, projectiles, and other effects used in games on Wii, PlayStation, Xbox, smartphones, and tablets. You’ll also get a handle on how to take advantage of various sensors such as accelerometers and optical tracking devices.

 Authors David Bourg and Bryan Bywalec show you how to develop your own solutions to a variety of problems by providing technical background, formulas, and a few code examples. This updated book is indispensable whether you work alone or as part of a team.
 Refresh your knowledge of classical mechanics, including kinematics, force, kinetics, and collision response 
 Explore rigid body dynamics, using real-time 2D and 3D simulations to handle rotation and inertia 
 Apply concepts to real-world problems: model the behavior of boats, airplanes, cars, and sports balls 
 Enhance your games with digital physics, using accelerometers, touch screens, GPS, optical tracking devices, and 3D displays 
 Capture 3D sound effects with the OpenAL audio API <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=381078"> Read more...</a> <BR>]]></description>
<pubDate>Fri, 17 May 2013 18:48:38 GMT</pubDate>
</item>
<item>
<title>Learning XNA 3.0: XNA 3.0 Game Development for the PC, Xbox 360, and Zune</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=380207</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=380207"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Learning_XNA_3.0__XNA_3.0_Game_5_15_2013_1_37_20_PM.jpg" align="left" hspace="10" /></a>Do you have what it takes to become a game developer? With this hands-on book, you'll learn quickly and easily how to develop computer games with Microsoft's XNA 3.0 framework-not just for your PC, but for Xbox 360 and the Microsoft Zune as well.

Written by an experienced university-level game development instructor, Learning XNA 3.0 walks you through the framework in a clear and understandable step-by-step format. Each chapter offers a self-contained lesson with lots of illustrations and annotated examples to help you master key concepts. Once you finish the book, you'll know how to develop sophisticated games from start to finish.
Learn game development concepts from 2D animation to 3D cameras and effects 
Delve into high-level shader language (HLSL) and introductory artificial intelligence concepts 
Develop three complete and exciting games using 2D,3D and multiplayer concepts 
Develop and deploy games to the Xbox 360 and the Microsoft Zune 
While teaching XNA to beginning game developers, author Aaron Reed noticed that several key concepts were difficult for students to grasp. Learning XNA 3.0 was written specifically to address those issues. With this book, you can test your understanding and practice new skills as you go with unique "Test Your Knowledge" exercises and review questions in each chapter.

Why wait? Amaze your family and friends by building your own games for the PC, Xbox 360, and Zune-with Learning XNA 3.0.

"An outstanding book! Teaches you XN <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=380207"> Read more...</a> <BR>]]></description>
<pubDate>Wed, 15 May 2013 13:37:20 GMT</pubDate>
</item>
<item>
<title>Codename Revolution: The Nintendo Wii Platform (Platform Studies)</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=380124</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=380124"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Codename_Revolution__The_Ninte_5_15_2013_8_29_26_AM.jpeg" align="left" hspace="10" /></a>The Nintendo Wii, introduced in 2006, helped usher in a moment of retro-reinvention in video game play. 
 This hugely popular console system, codenamed Revolution during development, signaled a turn away from fully immersive, time-consuming MMORPGs or forty-hour FPS games and back toward family fun in the living room. Players using the wireless motion-sensitive controller (the Wii Remote, or "Wiimote") play with their whole bodies, waving, swinging, swaying. The mimetic interface shifts attention from what's on the screen to what's happening in physical space. This book describes the Wii's impact in technological, social, and cultural terms, examining the Wii as a system of interrelated hardware and software that was consciously designed to promote social play in physical space. Each chapter of Codename Revolution focuses on a major component of the Wii as a platform: the console itself, designed to be low-powered and nimble  the iconic Wii Remote  Wii Fit Plus, and its controller, the Wii Balance Board  the Wii Channels interface and Nintendo's distribution system  and the Wii as a social platform that not only affords multiplayer options but also encourages social interaction in shared physical space. Finally, the authors connect the Wii's revolution in mimetic interface gaming--which eventually led to the release of Sony's Move and Microsoft's Kinect--to some of the economic and technological conditions that influence the possibility of making something new in this arena  <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=380124"> Read more...</a> <BR>]]></description>
<pubDate>Wed, 15 May 2013 08:29:26 GMT</pubDate>
</item>
<item>
<title>Playing with Sound: A Theory of Interacting with Sound and Music in Video Games</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=380119</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=380119"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Playing_with_Sound__A_Theory_o_5_15_2013_8_18_47_AM.jpeg" align="left" hspace="10" /></a>In Playing with Sound, Karen Collins examines video game sound from the player's perspective. She explores the many ways that players interact with a game's sonic aspects -- which include not only music but also sound effects, ambient sound, dialogue, and interface sounds -- both within and outside of the game. 

 She investigates the ways that meaning is found, embodied, created, evoked, hacked, remixed, negotiated, and renegotiated by players in the space of interactive sound in games. Drawing on disciplines that range from film studies and philosophy to psychology and computer science, Collins develops a theory of interactive sound experience that distinguishes between interacting with sound and simply listening without interacting. Her conceptual approach combines practice theory (which focuses on productive and consumptive practices around media) and embodied cognition (which holds that our understanding of the world is shaped by our physical interaction with it). Collins investigates the multimodal experience of sound, image, and touch in games  the role of interactive sound in creating an emotional experience through immersion and identification with the game character  the ways in which sound acts as a mediator for a variety of performative activities  and embodied interactions with sound beyond the game, including machinima, chip-tunes, circuit bending, and other practices that use elements from games in sonic performances. <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=380119"> Read more...</a> <BR>]]></description>
<pubDate>Wed, 15 May 2013 08:18:47 GMT</pubDate>
</item>
<item>
<title>In-Game: From Immersion to Incorporation</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=380111</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=380111"><IMG SRC="http://www.freebookspot.es/upload/Game Development/In-Game__From_Immersion_to_Inc_5_15_2013_7_53_58_AM.jpg" align="left" hspace="10" /></a>Digital games offer a vast range of engaging experiences, from the serene exploration of beautifully rendered landscapes to the deeply cognitive challenges presented by strategic simulations to the adrenaline rush of competitive team-based shoot-outs. Digital games enable experiences that are considerably different from a reader's engagement with literature or a moviegoer's experience of a movie.

In In-Game, Gordon Calleja examines what exactly it is that makes digital games so uniquely involving and offers a new, more precise, and game-specific formulation of this involvement. One of the most commonly yet vaguely deployed concepts in the industry and academia alike is immersion a player's sensation of inhabiting the space represented onscreen. Overuse of this term has diminished its analytical value and confused its meaning, both in analysis and design. Rather than conceiving of immersion as a single experience, Calleja views it as blending different experiential phenomena afforded by involving gameplay. He proposes a framework (based on qualitative research) to describe these phenomena: the player involvement model. This model encompasses two constituent temporal phases the macro, representing offline involvement, and the micro, representing moment-to-moment involvement during gameplay as well as six dimensions of player involvement: kinesthetic, spatial, shared, narrative, affective, and ludic. The intensified and internalized experiential blend can culminate in incorpo <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=380111"> Read more...</a> <BR>]]></description>
<pubDate>Wed, 15 May 2013 07:53:58 GMT</pubDate>
</item>
<item>
<title>Awesome 3d Game Development: No Programming Required (Charles River Media Game Development)</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=379209</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=379209"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Awesome_3d_Game_Development__N_5_13_2013_1_27_46_AM.jpg" align="left" hspace="10" /></a>Awesome 3D Game Development: No Programming Required teaches aspiring game developers how to create their own computer games without programming skills and provides an in-depth understanding of how the game design process works. Using hands-on tutorials and "drag-anddrop" game engines, readers learn to make and modify their own interactive 3D computer games, create models, and select game assets. 
 <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=379209"> Read more...</a> <BR>]]></description>
<pubDate>Mon, 13 May 2013 01:27:46 GMT</pubDate>
</item>
<item>
<title>Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=379170</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=379170"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Communities_of_Play__Emergent__5_12_2013_11_59_02_PM.jpg" align="left" hspace="10" /></a>Product Description: 

The odyssey of a group of "refugees" from a closed-down online game and an exploration of emergent fan cultures in virtual worlds. <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=379170"> Read more...</a> <BR>]]></description>
<pubDate>Sun, 12 May 2013 23:59:02 GMT</pubDate>
</item>
<item>
<title>Learning XNA 4.0: Game Development for the PC, Xbox 360, and Windows Phone 7</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=376864</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=376864"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Learning_XNA_4.0__Game_Develop_5_6_2013_9_47_51_PM.jpg" align="left" hspace="10" /></a>Want to develop games for Xbox 360 and Windows Phone 7? This hands-on book will get you started with Microsoft's XNA 4.0 development framework right away   even if you have no experience developing games.
Although XNA includes several key concepts that can be difficult for beginning web developers to grasp, Learning XNA 4.0 shortens the learning curve by walking you through the framework in a clear and understandable step-by-step format.

Each chapter offers a self-contained lesson with illustrations and annotated examples, along with exercises and review questions to help you test your understanding and practice new skills as you go. Once you've finished this book, you'll know how to develop your own sophisticated games from start to finish.
Learn game development from 2D animation to 3D cameras and effects
Delve into high-level shader language (HLSL) and introductory artificial intelligence concepts
Build three complete, exciting games using 2D, 3D, and multiplayer techniques
Develop for and deploy your games to the Xbox 360 and Windows Phone 7 <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=376864"> Read more...</a> <BR>]]></description>
<pubDate>Mon, 06 May 2013 21:47:51 GMT</pubDate>
</item>
<item>
<title>Complete Guide to Velociraptors</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=376633</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=376633"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Complete_Guide_to_Velociraptor_5_6_2013_8_20_26_AM.jpg" align="left" hspace="10" /></a>But in game worlds where raptors can observe humans and their tools, the raptors learn quickly, and the advantages of a thumb diminish with every passing day. If you've ever wanted to include history's most cunning predator in your game, this is your chance. The Complete Guide to Velociraptors is a stand-alone supplement that offers an exhaustive look at velociraptors. This book is world-neutral, so it can be used with a Broncosaurus Rex campaign, or ported to any other d20 world.

This book uses the 3.0 edition of the d20 rules set, and is fully compatible with the world's most popular role playing game.
Velociraptors are not the largest dinosaurs, nor the strongest, nor the scariest. A tyrannosaur can eat a tribe of velociraptors for dinner, a brachiosaur shakes the earth with every footstep, and a kronosaur can swallow a boat whole. Yet velociraptors are the most feared of all dinosaurs, for a single reason: they are smarter than humans. Homo sapiens' tool-using opposable thumb is its only advantage over velociraptor mongoliensis. <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=376633"> Read more...</a> <BR>]]></description>
<pubDate>Mon, 06 May 2013 08:20:26 GMT</pubDate>
</item>
<item>
<title>Creating Game Art for 3D Engines (Game Development)</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=376522</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=376522"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Creating_Game_Art_for_3D_Engin_5_5_2013_9_53_14_PM.jpg" align="left" hspace="10" /></a>Product Description: Learn how to create commercial-quality game art and make it come alive in a 3D engine! "Creating Game Art for 3D Engines" is the ideal guide for the serious student or aspiring animator who wants to learn how to create and successfully export game art, from simple shapes to full-blown characters. Using Autodesk 3ds Max to generate models and animations, and Torque as the 3D game engine, the book provides step-by-step instructions on how to model, unwrap, texture, rig, export, and script all of the essential art assets required for a game. Unlike other books that cover only art creation, Creating Game Art for 3D Engines teaches you how to create art specifically with the game engine in mind. All of the principles and techniques are universal and can be applied to any 3D software or game engine. Get ready to make your game ideas a reality! On the CD: -Sample characters and weapons -Sample pickups and script files -Screen captured movie tutorials -Trial version of the Torque Game Engine <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=376522"> Read more...</a> <BR>]]></description>
<pubDate>Sun, 05 May 2013 21:53:14 GMT</pubDate>
</item>
<item>
<title>Introduction to Game Development, Second Edition</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=375797</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=375797"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Introduction_to_Game_Developme_5_3_2013_1_27_49_PM.jpg" align="left" hspace="10" /></a>Welcome to Introduction to Game Development, Second Edition, the new edition of the book that combines the wisdom and expertise of more than twenty game industry professionals to give you a unique introduction to all aspects of game development, from design to programming to business and production. Organized around the curriculum guidelines of the International Game Developers Association (IGDA), the book is divided into seven independent sections, each featuring articles written by the experts on those topics. Suitable for both an introductory game development course or as a reference for game developers and designers, the book offers coverage of all the key concepts and ideas that encompass game development, while providing real-life examples and practical insight. Fully revised for today's technology, this second edition features an expanded section on game design, a new chapter on game writing and interactive storytelling, and much more. <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=375797"> Read more...</a> <BR>]]></description>
<pubDate>Fri, 03 May 2013 13:27:49 GMT</pubDate>
</item>
<item>
<title>Basics of Game Design</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=375256</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=375256"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Basics_of_Game_Design_5_1_2013_8_35_24_PM.jpg" align="left" hspace="10" /></a> Basics of Game Design is for anyone wanting to become a professional game designer. Focusing on creating the game mechanics for data-driven games, it covers role-playing, real-time strategy, first-person shooter, simulation, and other games. Written by a 25-year veteran of the game industry, the guide offers detailed explanations of how to design the data sets used to resolve game play for moving, combat, solving puzzles, interacting with NPCs, managing inventory, and much more. Advice on developing stories for games, building maps and levels, and designing the graphical user interface is also included. <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=375256"> Read more...</a> <BR>]]></description>
<pubDate>Wed, 01 May 2013 20:35:24 GMT</pubDate>
</item>
<item>
<title>Distributed Game Development: Harnessing Global Talent to Create Winning Games</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=372265</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=372265"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Distributed_Game_Development___4_24_2013_8_00_29_PM.jpg" align="left" hspace="10" /></a>Take control of your global game development team and make successful AAA game titles using the 'Distributed Development' model. Game industry veteran Tim Fields teaches you how to evaluate game deals, how to staff teams for highly distributed game development, and how to maintain challenging relationships in order to get great games to market. This book is filled with interviews with a broad spectrum of industry experts from top game publishers and business owners in the US and UK. A supplementary web site provides interviews from the book, a forum where developers and publishers can connect, and additional tips and tricks. 

[b]Topics include:[/b]
[list][*] Building a core team that excels at working with external development partners.
[*] Finding and Evaluating studios and publishers to help get your game built.
[*] Effectively dividing up game projects into parts that can be distributed.
[*] Saving your teams from the brutality of crunch. 
[*] Running your projects more efficiently and achieve better results.
[*] Includes interviews with game producers from Sony Online Entertainment, Disney Online, Blue Castle Games, Firebrand Games, Aspyr Games, and 2K Sports.
[/list] <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=372265"> Read more...</a> <BR>]]></description>
<pubDate>Wed, 24 Apr 2013 20:00:29 GMT</pubDate>
</item>
<item>
<title>XNA Game Studio 4.0 Programming: Developing for Windows Phone 7 and Xbox 360</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=371820</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=371820"><IMG SRC="http://www.freebookspot.es/upload/Game Development/XNA_Game_Studio_4.0_Programmin_4_23_2013_7_01_08_PM.jpg" align="left" hspace="10" /></a>[b]Get Started Fast with XNA Game Studio 4.0–and Build Great Games for Both Windows® Phone 7 and Xbox 360[/b]
 
This is the industry’s best reference and tutorial for all aspects of XNA Game Studio 4.0 programming on all supported platforms, from Xbox 360 to Windows Phone 7 and Windows PCs. The only game development book authored by Microsoft XNA development team members, it offers deep insider insights you won’t get anywhere else–including thorough coverage of new Windows Phone APIs for mobile game development. 
 
You’ll quickly build simple games and get comfortable with Microsoft’s powerful XNA Game Studio 4.0 toolset. Next, you’ll drill down into every area of XNA, including graphics, input, audio, video, storage, GamerServices, and networking. Miller and Johnson present especially thorough coverage of 3D graphics, from Reach and HiDef to textures, effects, and avatars. Throughout, they introduce new concepts with downloadable code examples designed to help you jumpstart your own projects. 

[b]Coverage includes[/b] 
[list][*]Downloading, installing, and getting started with XNA Game Studio 4 
[*]Building on capabilities provided in the default game template 
[*]Using 2D sprites, textures, sprite operations, blending, and SpriteFonts 
[*]Creating high-performance 3D graphics with XNA’s newly simplified APIs 
[*]Loading, generating, recording, and playing audio 
[*]Supporting keyboards, mice, Xbox 360 controllers, Touch, accelerometer, and GPS inputs 
[*]Manag <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=371820"> Read more...</a> <BR>]]></description>
<pubDate>Tue, 23 Apr 2013 19:01:08 GMT</pubDate>
</item>
<item>
<title>Game Programming Golden Rules (Charles River Media Game Development)</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=371621</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=371621"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Game_Programming_Golden_Rules__4_23_2013_1_20_05_AM.jpg" align="left" hspace="10" /></a>Writing computer games is hard. Games today are complex projects that involve large teams of specialized artists and programmers. These teams are perpetually pushing technology beyond its boundaries and stretching their skills to the max. To alleviate these problems, Game Programming Golden Rules presents a series of nine "Golden Rules" that help define a methodology for creating a modern game. Each rule is written as a simple principle and covered from the perspective of how it works in the overall structure of a game project.  <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=371621"> Read more...</a> <BR>]]></description>
<pubDate>Tue, 23 Apr 2013 01:20:05 GMT</pubDate>
</item>
<item>
<title>Game Programming Gems 2 (Game Programming Gems (W/CD)) (Vol 2)</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=371539</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=371539"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Game_Programming_Gems_2_(Game__4_22_2013_10_30_08_PM.jpg" align="left" hspace="10" /></a>Game Programming Gems 2, the second volume in this successful series, contains a completely new set of over 70 articles on diverse topics that can be used in your own game projects. Written by game programming experts, each contribution provides a hands-on solution to programming problems, or a creative method for reducing programming time and redundancy. Edited by Mark DeLoura, former editor-in-chief of Game Developer Magazine, and a group of top-notch area editors, this collection covers the major topics needed to develop a state-of-the-art game engine.  <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=371539"> Read more...</a> <BR>]]></description>
<pubDate>Mon, 22 Apr 2013 22:30:08 GMT</pubDate>
</item>
<item>
<title>Digital Animation Bible: Creating Professional Animation with 3ds Max, Lightwave, and Maya</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=370758</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=370758"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Digital_Animation_Bible__Creat_4_20_2013_10_35_07_PM.jpg" align="left" hspace="10" /></a>This title deals with: how to choose and use the right software for your animation needs - covers industry leaders Lightwave, Maya, and Flash  how to create and execute intricate storyboards  character rendering  and lighting in 3-D animation. <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=370758"> Read more...</a> <BR>]]></description>
<pubDate>Sat, 20 Apr 2013 22:35:07 GMT</pubDate>
</item>
<item>
<title>Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology)</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=370438</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=370438"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Artificial_Intelligence_for_Ga_4_20_2013_6_19_54_AM.jpg" align="left" hspace="10" /></a>Product Description: 

Creating robust artificial intelligence is one of the greatest challenges for game developers. The commercial success of a game is often dependent upon the quality of the AI, yet the engineering of AI is often begun late in the development process and is frequently misunderstood.  

In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. A game developer since 1987, he was founder of Mindlathe Ltd., at the time the largest specialist AI company in gaming. Ian shows how to think about AI as an integral part of game play.  

He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book''s CD-ROM contains a library of C++ source code and demonstration programs, and provides access to a website with a complete commercial source code library of AI algorithms and techniques. 

* A comprehensive, professional tutorial and reference to implement true AI in games.
* Walks through the entire development process from beginning to end.
* Includes over 100 pseudo code examples of techniques used in commercial games, case studies for all major genres, a CD-ROM and companion website with extensive C++ source code implementations for Windows, and source code libraries for Linux and OS X available through the website. <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=370438"> Read more...</a> <BR>]]></description>
<pubDate>Sat, 20 Apr 2013 06:19:54 GMT</pubDate>
</item>
<item>
<title>FarmVille For Dummies</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=369194</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=369194"><IMG SRC="http://www.freebookspot.es/upload/Game Development/FarmVille_For_Dummies_4_16_2013_8_48_30_PM.jpeg" align="left" hspace="10" /></a>Join the fun in FarmVille!
 Start your farm and make it grow —here's what you need to know
 This book is a little like seed corn — it has what you need to grow a productive crop! Set up your FarmVille account, get out and meet your virtual neighbors, see how to earn Farm Coins and Cash and what you should spend them on, and learn how to care for your livestock. Then see how to pursue blue-ribbon farming, participate in co-op jobs, and stay safe out on the virtual farm.
 Discover the nuances — use FarmVille to relax, express yourcreativity, interact with others, or satisfy your need to compete
 Meet the neighbors — find farmers among your Facebook friends, visit their farms, and give and receive gifts
 Got a minute? Plant a field — learn to budget your time forFarmVille fun without shortchanging your real life
 Bushels of fun — visit the Farmer's Market, learn to use bushels, start crafting, and earn Farm Coins from your crafted goods
 Take your farm to new levels — "level up" quickly and unlock new game features
 Open the book and find:
 All about plowing, seeding,harvesting, and animal tending
 FarmVille etiquette tips
 Ways to earn Farm Coins and Cash
 Shortcuts to a speedy harvest
 What experience points areand how to get them fast
 How to become a blue-ribbon farmer
 How to get fun FarmVille mystery items
 Tips for avoiding scams and staying safe while playing
 Learn to:
 Set up the game and start your farm
 Customize your farmer avatar and interact wit <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=369194"> Read more...</a> <BR>]]></description>
<pubDate>Tue, 16 Apr 2013 20:48:30 GMT</pubDate>
</item>
<item>
<title>GPU PRO 3: Advanced Rendering Techniques</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=367700</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=367700"><IMG SRC="http://www.freebookspot.es/upload/Game Development/GPU_PRO_3__Advanced_Rendering__4_13_2013_12_30_21_AM.jpeg" align="left" hspace="10" /></a>GPU Pro3, the third volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike.
 Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Wessam Bahnassi, and Sebastien St-Laurent have once again brought together a high-quality collection of cutting-edge techniques for advanced GPU programming. With contributions by more than 50 experts, GPU Pro3: Advanced Rendering Techniques covers battle-tested tips and tricks for creating interesting geometry, realistic shading, real-time global illumination, and high-quality shadows, for optimizing 3D engines, and for taking advantage of the advanced power of the GPGPU. <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=367700"> Read more...</a> <BR>]]></description>
<pubDate>Sat, 13 Apr 2013 00:30:21 GMT</pubDate>
</item>
<item>
<title>Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=367683</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=367683"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Game_Sound__An_Introduction_to_4_12_2013_11_58_10_PM.jpg" align="left" hspace="10" /></a>A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player's actions can trigger dialogue, sound effects, ambient sound, and music. And yet game sound has been neglected in the growing literature on game studies. This book fills that gap, introducing readers to the many complex aspects of game audio, from its development in early games to theoretical discussions of immersion and realism. In Game Sound, Karen Collins draws on a range of sources—including composers, sound designers, voice-over actors and other industry professionals, Internet articles, fan sites, industry conferences, magazines, patent documents, and, of course, the games themselves—to offer a broad overview of the history, theory, and production practice of video game audio. <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=367683"> Read more...</a> <BR>]]></description>
<pubDate>Fri, 12 Apr 2013 23:58:10 GMT</pubDate>
</item>
<item>
<title>Director MX 2004 Games: Game Development with Director</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=367560</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=367560"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Director_MX_2004_Games__Game_D_4_12_2013_8_26_52_PM.jpg" align="left" hspace="10" /></a>Nik Lever guides designers, animators and web developers through the art, animation and programming skills needed to produce games in Director for Internet, CD or DVD distribution.
He moves from the introductory coverage of Lingo with explanations of how easily Directors programming language can be mastered, on to more advanced tips and tricks, including coverage of the Havok physics simulation system and 3D maths. All of this is presented in a non technical language from the artist's viewpoint, written by a professional who makes his living designing successful games with this versatile package. <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=367560"> Read more...</a> <BR>]]></description>
<pubDate>Fri, 12 Apr 2013 20:26:53 GMT</pubDate>
</item>
<item>
<title>Beginning Game Programming (Premier Press Game Development)</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=365800</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=365800"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Beginning_Game_Programming_(Pr_4_8_2013_6_58_16_PM.jpg" align="left" hspace="10" /></a>Learn the essential skills needed to demystify game programming and harness the power of Windows® and DirectX®. "Beginning Game Programming" teaches you everything you need to know to write 2D and 3D games with C and DirectX 9 without any complex mathematics.
Ease your way into this exciting new world by learning to write simple Windows programs, and then tap into the power of Direct3D! Each chapter teaches important new skills (such as basic 3D programming with vertices, polygons, and textures), culminating in a simple DirectX game library great for your own game projects! Learn the basics of 3D modeling with the Anim8or modeling program and then learn how to load and use 3D models in your own games. The complete game project in this book runs in fullscreen or windowed mode, and features mouse support, sound effects, 3D models, texture-based sprites, and 3D collision detection. Brace yourself for an exciting introduction to game programming! <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=365800"> Read more...</a> <BR>]]></description>
<pubDate>Mon, 08 Apr 2013 18:58:16 GMT</pubDate>
</item>
<item>
<title>How Video Game Designers Use Math (Math in the Real World)</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=364792</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=364792"><IMG SRC="http://www.freebookspot.es/upload/Game Development/How_Video_Game_Designers_Use_M_4_6_2013_6_44_17_AM.jpg" align="left" hspace="10" /></a>From Pac-Man to Xbox, people love playing video games. But many are unaware of the importance math plays when it comes to designing these addictive games. How Video Game Designers Use Math guides readers through the math concepts designers use to create and produce their games.

Concepts and skills emphasized include:

•Number Sense and Operations
•Problem Solving
•Estimation
•Measurement
•Data Analysis
•Algebraic Thinking
•Geometry and Spatial Sense.
About the Author(s)

Jill Egan is a freelance writer and editor. She holds a master's degree from the Bank Street College of Education. <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=364792"> Read more...</a> <BR>]]></description>
<pubDate>Sat, 06 Apr 2013 06:44:17 GMT</pubDate>
</item>
<item>
<title>iPhone 3D Game Programming All In One</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=364677</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=364677"><IMG SRC="http://www.freebookspot.es/upload/Game Development/iPhone_3D_Game_Programming_All_4_5_2013_5_27_06_PM.jpg" align="left" hspace="10" /></a>This is a complete guide to iPhone and iPod Touch game development. Beginning with the basics and ending with a finished game published in the App store this book covers all the fundamentals. The combined strength of Unity and the iPhone development platform are used to full effect allowing even complete novices to create and publish an iPhone game. <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=364677"> Read more...</a> <BR>]]></description>
<pubDate>Fri, 05 Apr 2013 17:27:06 GMT</pubDate>
</item>
<item>
<title>Focus On 3D Terrain Programming (Focus on Game Development)</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=362973</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=362973"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Focus_On_3D_Terrain_Programmin_4_1_2013_8_54_05_PM.jpg" align="left" hspace="10" /></a>You have just found the only book on the market dedicated to 3D Terrain Programming. This title from the Premier Press Focus On series will be a very fun and exciting educational adventure through the world of 3D terrain packed full of demos, figures, and information. It will take you from the most basic terrain engines to those that play a very important part in flight simulations. Primarily targeted at the Win32/OpenGL platform, Focus On 3D Terrain Programming will teach you nearly everything that you need to know about terrain engines, period.  <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=362973"> Read more...</a> <BR>]]></description>
<pubDate>Mon, 01 Apr 2013 20:54:05 GMT</pubDate>
</item>
<item>
<title>Game Programming for Teens, Second Edition</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=362624</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=362624"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Game_Programming_for_Teens__Se_4_1_2013_3_44_18_AM.jpg" align="left" hspace="10" /></a>"Game Programming for Teens, Second Edition" takes readers on a comprehensive journey through the art of game programming. Truly beginning at step one, readers will learn the nuances of the BASIC language. Readers begin with instructions on basic coding, such as operators and statements, as they get an introduction to the language in general. Readers then learn how to work with graphics. By the end of the book, readers will cover the skills of sounds and music and artificial intelligence. "Game Programming for Teens, Second Edition" is light on theory and heavy on practical applications. <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=362624"> Read more...</a> <BR>]]></description>
<pubDate>Mon, 01 Apr 2013 03:44:18 GMT</pubDate>
</item>
<item>
<title>Marketing Through Search Optimization</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=361816</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=361816"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Marketing_Through_Search_Optim_3_29_2013_11_00_31_PM.jpg" align="left" hspace="10" /></a>This book guides readers through proven techniques for achieving and measuring success in search engine marketing (i.e. how to be the top of the rank), along with a review of the most important search engines and directories.

. Explains why and how marketers can and must optimize their sites for searchability from the outset
. Describes how to optimize, for both local and international users using tutorials and walkthroughs to demonstrate how to steadily improve your site rankings
. Completely revised and updated this new edition focuses on the key aspects of how people search, the mobile Internet and pay per click adverting <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=361816"> Read more...</a> <BR>]]></description>
<pubDate>Fri, 29 Mar 2013 22:58:24 GMT</pubDate>
</item>
<item>
<title>Data Structures for Game Programmers (Premier Press Game Development)</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=360943</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=360943"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Data_Structures_for_Game_Progr_3_27_2013_10_35_45_PM.JPG" align="left" hspace="10" /></a>Game programmers, check out the only book on data structures written especially for you! Described in layman's terms, this book will explain all of the essential data structures that are used in video game programming. It will also go over some of the more advanced and specialized data ... <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=360943"> Read more...</a> <BR>]]></description>
<pubDate>Wed, 27 Mar 2013 22:35:45 GMT</pubDate>
</item>
<item>
<title>Picture Yourself Creating Video Games</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=360761</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=360761"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Picture_Yourself_Creating_Vide_3_27_2013_4_30_28_PM.jpg" align="left" hspace="10" /></a>Picture yourself creating your very own entertaining and exciting video games to play and share with others, without needing any programming knowledge or game creation experience. "Picture Yourself Creating Video Games" shows amateur video game enthusiasts how to make their own games with The Game Factory 2, a simple drag-and-drop software program. Using clear, step-by-step instructions accompanied by full-color screenshots and images, this book makes video game creation fun and easy.  <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=360761"> Read more...</a> <BR>]]></description>
<pubDate>Wed, 27 Mar 2013 16:30:28 GMT</pubDate>
</item>
<item>
<title>Quests: Design, Theory, and History in Games and Narratives</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=360487</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=360487"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Quests__Design__Theory__and_Hi_3_26_2013_10_52_38_PM.jpg" align="left" hspace="10" /></a>This unique take on quests, incorporating literary and digital theory, provides an excellent resource for game developers. Focused on both the theory and practice of the four main aspects of quests (spaces, objects, actors, and challenges), each theoretical section is followed by a practical section that contains exercises using the Neverwinter Nights Aurora Toolset. <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=360487"> Read more...</a> <BR>]]></description>
<pubDate>Tue, 26 Mar 2013 22:51:55 GMT</pubDate>
</item>
<item>
<title>Game Design</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=357588</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=357588"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Game_Design_3_20_2013_3_57_40_PM.jpg" align="left" hspace="10" /></a>Game Design, Second Edition" offers a behind the scenes look at how a game gets designed and developed from the day the idea is born to the day the box hits the shelves. This new edition offers information on the latest techniques and development models, interviews with 12 top game designers, document templates that can be used during product development, and numerous industry resources.
It is a practical guide that covers everything from the fundamentals of game design, to the trade-offs in the development process, to the deals a publisher makes to get a game on the shelves. No matter what your role in the industry, understanding this entire process will help you do your job better. And if you are looking to break in, you will find knowledge here that is usually only attained after years in the trenches.  <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=357588"> Read more...</a> <BR>]]></description>
<pubDate>Wed, 20 Mar 2013 15:57:40 GMT</pubDate>
</item>
<item>
<title>Spiele entwickeln mit Gamestudio [German]</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=357359</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=357359"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Spiele_entwickeln_mit_Gamestud_3_20_2013_1_52_42_AM.jpg" align="left" hspace="10" /></a>- Fur alle, die ihr eigenes Spiel entwickeln wollen  Programmierkenntnisse sind nicht erforderlich
- Auf DVD: 37 vertonte, sehr ausfuhrliche Videotutorials zur Bedienung des World- und des Model-Editors (Gesamtdauer: 145 Minuten), die Gratis-Edition von Gamestudio A8 sowie alle Beispiele aus dem Buch
- Im Internet: ein exemplarisches Role Playing Game plus ein Zusatzkapitel, welches das Spiel im Detail dokumentiert
- EXTRA: Mit kostenlosem E-Book

Dieses umfassende Handbuch zeigt Ihnen, wie Sie die Autorensoftware Gamestudio bedienen, um ein eigenes Spiel zu programmieren. Sie werden sich mit den Editoren vertraut machen, um 3D-Welten zu entwerfen und ihnen mit selbst gemachten Spielfiguren und Gegenstanden Leben einzuhauchen. Sie werden lernen, wie man ein Projekt so plant, dass es realisierbar ist, gut aussieht und: Spa? macht!

Schritt fur Schritt wird Ihnen auf spielerische Art und Weise erklart, wie Sie die Programmiersprache Lite-C und die Funktionen der Gamestudio-API einsetzen. Sie werden 3D-Welten laden, deren Bewohner mit Funktionen versehen und diese auf Klicks mit der Maus, auf ein "Anrempeln", auf ein Naherkommen des Spielers und anderer Non-Player-Characters reagieren lassen. Sie werden eine realistische Naturlandschaft dynamisch mit Pflanzen und Grasern versehen, zwischen verschiedenen Levels hin und her wechseln, dynamische Ladebildschirme erstellen und und und… 

Zum Schluss wird ein kleines Rollenspiel entwickelt, in dem alle beschriebenen Techniken <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=357359"> Read more...</a> <BR>]]></description>
<pubDate>Wed, 20 Mar 2013 01:52:42 GMT</pubDate>
</item>
<item>
<title>3D Game Textures: Create Professional Game Art Using Photoshop</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=356670</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=356670"><IMG SRC="http://www.freebookspot.es/upload/Game Development/3D_Game_Textures__Create_Profe_3_18_2013_7_39_53_PM.jpeg" align="left" hspace="10" /></a> Finally the eagerly-awaited next edition of Luke Ahearn's cornerstone game art book: 3D Game Textures is on its way. The book will be refreshed per the latest revision of Photoshop and the latest game industry trends and developments. 3D Game Textures allows next-gen game artists to learn to create everything from bricks to books in Photoshop with this step-by-step instructional guide. Because texture is 99% of what a gamer sees when playing, this topic deserves considerable coverage but has gotten little attention. Unlike anything on the market, this book concentrates soley on texturing, and provides an in-depth guide to game texturing with hundreds of high-quality examples. Game artists learn all they need to know on the topic, including basic artistic principles, tools and techniques, and specific step-by-step tutorials that explain how to create textures for myriad environments. 

 New Coverage of the latest version of Photoshop, including adding multiple edge tiling  adding Photoshop Bridge coverage  an updated metal tutorial and adding coverage of urban exteriors. Included in the second edition is a new chapter and an advanced project, featureing a large outdoor urban area - war torn city. Great amount of work on detailed textures (overlays and advanced blending in PS) that utilize many shaders. This environment will look roughly like Battlefield 2 or more recently Call of Duty 4. The scene will include effects as well - smoke and bullet holes. Grass, trees, curtains <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=356670"> Read more...</a> <BR>]]></description>
<pubDate>Mon, 18 Mar 2013 19:39:53 GMT</pubDate>
</item>
<item>
<title>3D Game Environments: Create Professional 3D Game Worlds</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=356669</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=356669"><IMG SRC="http://www.freebookspot.es/upload/Game Development/3D_Game_Environments__Create_P_3_18_2013_7_37_45_PM.jpeg" align="left" hspace="10" /></a> The ultimate resource to help you create triple-A quality art for a variety of game worlds  3D Game Environments offers detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine. Using Photoshop and 3ds Max as his primary tools, Luke Ahearn explains how to create realistic textures from photo source and uses a variety of techniques to portray dynamic and believable game worlds. 

 From a modern city to a steamy jungle, learn about the planning and technological considerations for 3D modeling, UV layout, and creating textures that goes into developing a realistic and appealing game environment with:
 * The entire game world development process: from planning to modeling and texturing.
 * Exercises and projects to practice with: each section includes projects to practice creating different world genres. 
 * CD with source art to practice with and use in your own projects, program demos, and plug-ins. <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=356669"> Read more...</a> <BR>]]></description>
<pubDate>Mon, 18 Mar 2013 19:37:45 GMT</pubDate>
</item>
<item>
<title>3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (Interactive 3d Technology S.)</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=356668</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=356668"><IMG SRC="http://www.freebookspot.es/upload/Game Development/3D_Game_Engine_Design__A_Pract_3_18_2013_7_36_19_PM.jpeg" align="left" hspace="10" /></a> This is a great book for someone who is writing his or her first 3D engine and has a reasonable background in math. Even for people who have written game engines before, there is plenty of value in the alternative techniques that Eberaly presents for various parts of the 3D pipeline, which makes for a great reference text. I particularly like the presentation of various alternatives and their pros and cons. He clearly covers performance issues and includes all the important elements of a graphics game engine. He even includes a good introduction to animation techniques and collision detection. The book is not ashamed to delve deep into the technical details and the mathematics behind 3D graphics  I think this is good. 3D Game Engine Design would certainly find a prime place on my bookshelf. --Dominic Mallinson, Director of Technology, Research, and Development, Sony Computer Entertainment America <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=356668"> Read more...</a> <BR>]]></description>
<pubDate>Mon, 18 Mar 2013 19:36:19 GMT</pubDate>
</item>
<item>
<title>3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic (The Morgan Kaufmann Series in Interactive 3d Technology)</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=356665</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=356665"><IMG SRC="http://www.freebookspot.es/upload/Game Development/3D_Game_Engine_Architecture__E_3_18_2013_7_27_31_PM.jpeg" align="left" hspace="10" /></a>"Readers of Eberly's previous books, 3D Game Engine Design and Geometric Tools for Computer Graphics, asked for a volume with more code samples and fewer equations. This book will please and aid them greatly.. That key points are sometimes underscored with a dry wit is characteristic of how a great teacher makes studying a difficult topic personally rewarding for the student." -Joseph Goldstone, Lilliputian Pictures

 "Credo Interactive has been using the WildMagic API for the past 3 years in various commercial projects. 3D Game Engine Architecture provides an excellent source of theoretical background and practical usage information for the API. Together the textbook and the WildMagic sourcecode form a comprehensive and well designed foundation for any 3D application." -Lars Wilke, Director of Development, Credo Interactive Inc.

 "For those that have searched for a commercial quality rendering library available at virtually no cost and with extensive clear documentation. Let them look no further. From low level structures, to high level application design, Eberly has laid out everything necessary for commercial quality game development. May the projects inspired by his writings be plentiful and prosperous." -Timothy Prepscius, DimensionDoor, Inc. 

 The eagerly awaited companion to the bestselling 3D Game Engine Design- the book that set a standard for the industry <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=356665"> Read more...</a> <BR>]]></description>
<pubDate>Mon, 18 Mar 2013 19:27:31 GMT</pubDate>
</item>
<item>
<title>3D Game Development with Microsoft Silverlight 3: Beginner's Guide</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=356664</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=356664"><IMG SRC="http://www.freebookspot.es/upload/Game Development/3D_Game_Development_with_Micro_3_18_2013_7_25_27_PM.jpeg" align="left" hspace="10" /></a> A practical guide to creating real-time responsive online 3D games in Silverlight 3 using C#, XBAP WPF, XAML, Balder, and Farseer Physics Engine 
 Develop online interactive 3D games and scenes in Microsoft Silverlight 3 and XBAP WPF
 Integrate Balder 3D engine 1.0, Farseer Physics Engine 2.1, and advanced object-oriented techniques to simplify the game development process
 Enhance development with animated 3D characters, sounds, music, physics, stages, gauges, and backgrounds 
 Packed with inspiring, realistic examples offering impressive graphics, strong performance, and a rich interactive experience

In Detail
 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. Silverlight is a great (and growing) RIA platform and games are the next level to exploit in it. But it doesn't offer 3D capabilities out of the box and integrating a 3D engine can involve lot of complex mathematics and matrix algebra. This book will help C# developers to get their fingers on the pulse of 3D in Silverlight.

 This book uses Balder, an open source 3D engine offering 3D capabilities for Silverlight 3. It leaves out boring matrix algebra and complex 3D mathematics. By the end of the book you will have explored the entire engine, and will be able to design and program your own 3D games with ease!

 The book begins by introducing you to the fundamental concepts <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=356664"> Read more...</a> <BR>]]></description>
<pubDate>Mon, 18 Mar 2013 19:25:27 GMT</pubDate>
</item>
<item>
<title>Game Design Secrets</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=355499</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=355499"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Game_Design_Secrets_3_16_2013_3_04_52_AM.jpg" align="left" hspace="10" /></a>Design great Facebook, iOS, and Web games and learn from the experts what makes a game a hit!

This invaluable resource shows how to put into action the proven design and marketing techniques from the industry's best game designers, who all started on a small scale. The book walks novice and experienced game designers through the step-by-step process of conceptualizing, designing, launching, and managing a winning game on platforms including Facebook, iOS, and the Web. The book is filled with examples that highlight key design features, explain how to market your game, and illustrate how to turn your design into a money-making venture.
Provides an overview of the most popular game platforms and shows how to design games for each
Contains the basic principles of game design that will help promote growth and potential to generate revenue
Includes interviews with top independent game developers who reveal their success secrets
Offers an analysis of future trends that can open (or close) opportunities for game designers

Game Design Secrets provides aspiring game designers a process for planning, designing, marketing, and ultimately making money from new games. <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=355499"> Read more...</a> <BR>]]></description>
<pubDate>Sat, 16 Mar 2013 03:04:52 GMT</pubDate>
</item>
<item>
<title>2D Game Building for Teens (For Teens (Course Technology))</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=354932</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=354932"><IMG SRC="http://www.freebookspot.es/upload/Game Development/2D_Game_Building_for_Teens_(Fo_3_14_2013_11_44_06_PM.jpg" align="left" hspace="10" /></a>Bring your video game ideas to life with 2D Game Building for Teens! Written for anyone with an interest in creating video games, this book will show you how to use the Torque Game Builder, a simple drag-and-drop game engine, to make your very own games to play and share. Following easy-to- understand techniques and directions, you'll work your way through hands-on tutorials that help you put your new skills to use right away as you build simple to more complex games. Everything you need to build your own 2D game can be found in the book, including an introduction to the Torque Game Builder, how to design game graphics, basic programming and scripting techniques, and more. You'll even find an overview of the game development industry to give you an inside look at what it takes to make games, and information on the history of classic 2D games. If you've ever wanted to create your own video games, 2D Game Building for Teens will show you how. <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=354932"> Read more...</a> <BR>]]></description>
<pubDate>Thu, 14 Mar 2013 23:44:06 GMT</pubDate>
</item>
<item>
<title>Texturing and Modeling, Third Edition: A Procedural Approach (The Morgan Kaufmann Series in Computer Graphics)</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=354671</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=354671"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Texturing_and_Modeling__Third__3_14_2013_2_06_34_PM.jpg" align="left" hspace="10" /></a> The third edition of this classic tutorial and reference on procedural texturing and modeling is thoroughly updated to meet the needs of today's 3D graphics professionals and students. New for this edition are chapters devoted to real-time issues, cellular texturing, geometric instancing, hardware acceleration, futuristic environments, and virtual universes. <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=354671"> Read more...</a> <BR>]]></description>
<pubDate>Thu, 14 Mar 2013 14:06:34 GMT</pubDate>
</item>
<item>
<title>Macromedia Flash MX 2004 Game Programming (Premier Press Game Development)</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=354492</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=354492"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Macromedia_Flash_MX_2004_Game__3_14_2013_3_02_04_AM.jpg" align="left" hspace="10" /></a>If you?ve been searching for a tool that would allow you to create game-like applications with Web programming, you?re not alone. Finally, that tool is available! Flash MX 2004 offers a complete programming solution that can be used to do much more than simply create cool Web sites. "Macromedia Flash MX 2004 Game Programming" will show you how you can take full advantage of this amazing programming tool. It offers an abundance of tips and techniques for programmers of all levels who want to learn how Flash technology can be used to create games.
 <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=354492"> Read more...</a> <BR>]]></description>
<pubDate>Thu, 14 Mar 2013 03:02:04 GMT</pubDate>
</item>
<item>
<title>Wii For Dummies, New Edition (For Dummies (Computers))</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=354162</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=354162"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Wii_For_Dummies__New_Edition_(_3_13_2013_4_03_04_PM.jpeg" align="left" hspace="10" /></a>Just got a Nintendo Wii game console? Thinking about one? Wii offers video games, exercise tools, the opportunity to create a cool Mii character, and lot of other entertainment options. Wii For Dummies shows you how to get the most from this fun family game system.
 This book shows you how to get physical with Wii Sports, turn game time into family time, make exercise fun with Wii Fit, and discover Wiis hidden talents, like displaying photos and browsing the Web. Youll learn how to:

 Hook up the Wii to your TV, home entertainment setup, or high-speed Internet connection
 Get familiar with Wii™s unique controllers and learn to use the Nunchuk, Balance Board, Wheel, and Zapper
 Explore the Wii Channels where you can shop for new games, play games online, check the news, and even watch videos
 Create Mii avatars you can share, enter in contests, and use in games
 Learn to use your whole body as a controller and get fit while you play
 Identify the best games for parties, family events, nostalgia buffs, and even non-gamers
 Build your skill at Wii tennis, golf, baseball, bowling, and boxing
 Use the Wii Message Board and full-featured Web browser
 With tips on choosing games, hot Wii Web sites, how to enjoy photos and slideshows on your Wii, and ways to prevent damage to (and from) Wii remotes, Wii For Dummies makes your new high-tech toy more fun than ever. <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=354162"> Read more...</a> <BR>]]></description>
<pubDate>Wed, 13 Mar 2013 16:03:04 GMT</pubDate>
</item>
<item>
<title>Beginner's Guide to DarkBASIC Game Programming (Premier Press Game Development)</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=353418</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=353418"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Beginner_s_Guide_to_DarkBASIC__3_12_2013_12_34_51_AM.jpg" align="left" hspace="10" /></a>Youre interested in programming games, but you dont know where to begin. Beginners Guide to DarkBASIC Game Programming is here to help. Youll be programming games in no time and with DarkBASIC, youll be amazed at how little code you have to write! DarkBASIC features more than a thousand commands geared toward game development, giving you a powerful tool as you put your newfound skills into practice.
 <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=353418"> Read more...</a> <BR>]]></description>
<pubDate>Tue, 12 Mar 2013 00:34:51 GMT</pubDate>
</item>
<item>
<title>The Most Effective Ways to Live Longer: The Surprising, Unbiased Truth About What You Should Do to Prevent Disease, Feel Great, and Have Optimum Health and Longevity</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=353024</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=353024"><IMG SRC="http://www.freebookspot.es/upload/Health and Care/The_Most_Effective_Ways_to_Liv_3_11_2013_2_04_43_PM.jpeg" align="left" hspace="10" /></a>Author Jonny Bowden looks at what he calls “The Four Horsemen of Aging”—free radicals, inflammation, glycation, and stress—and shows how they can harm your health and shorten your life. Bowden then unveils an arsenal of anti-aging strategies culled from cutting edge research and lessons learned from the longest lived people on the planet. He examines how the major organs, such as the heart and the brain, age and how you can prevent damage to these vital parts of the body. In total, readers learn what they can eat, do, and take to feel great, avoid illness, and live a long life. <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=353024"> Read more...</a> <BR>]]></description>
<pubDate>Mon, 11 Mar 2013 14:04:43 GMT</pubDate>
</item>
<item>
<title>Spieleprogrammierung mit C++ und DirectX 9 in 21 Tagen [German]</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=350961</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=350961"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Spieleprogrammierung_mit_C_u_3_7_2013_12_04_37_AM.jpeg" align="left" hspace="10" /></a> Sie haben Gluck: Mit diesem Buch konnen Sie endlich fundiert in das Nonplusultra der Spieleprogrammierung einsteigen – anhand eines komplexen 3D-Spiels, das Sie am Ende mit allem Drum und Dran selbst programmiert haben werden! Die Schnittstellenprogrammierung, Kulissen und 3D-Objekte im Selbstbau, physikalisch-mathematische Grundlagen fur die KI`s, die aktuellen Spieletheorien - alles halb so wild, wenn man wei?, wie`s geht. <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=350961"> Read more...</a> <BR>]]></description>
<pubDate>Thu, 07 Mar 2013 00:04:37 GMT</pubDate>
</item>
<item>
<title>Creating 3D Game Art for the iPhone with Unity: Featuring modo and Blender pipelines</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=350052</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=350052"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Creating_3D_Game_Art_for_the_i_3_5_2013_1_08_29_AM.jpeg" align="left" hspace="10" /></a>Product Description: 

Revolutionize your iPhone and iPad game development with Unity iOS, a fully integrated professional application and powerful game engine, which is quickly becoming the best solution for creating visually stunning games for Apple's iDevices easier, and more fun for artists.  From concept to completion you'll learn to create and animate using modo and Blender as well as creating a full level utilizing the powerful toolset in Unity iOS as it specifically relates to iPhone and iPad game development.  

Follow the creation of "Tater," a character from the author's personal game project "Dead Bang," as he's used to explain vital aspects of game development and content creation for the iOS platform. Creating 3D Game Art for the iPhone focuses on the key principles of game design and development by covering in-depth, the iDevice hardware in conjunction with Unity iOS and how it relates to creating optimized game assets for the iDevices.  

Featuring Luxology's artist-friendly modo, and Blender, the free open-source 3D app, along side Unity iOS, optimize your game assets for the latest iDevices including iPhone 3GS, iPhone 4, iPad and the iPod Touch. Learn to model characters and environment assets, texture, animate skinned characters and apply advanced lightmapping techniques using Beast in Unity iOS.  

In a clear, motivating, and entertaining style, Wes McDermott offers captivating 3D imagery, real-world observation, and valuable tips and tricks all i <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=350052"> Read more...</a> <BR>]]></description>
<pubDate>Tue, 05 Mar 2013 01:08:29 GMT</pubDate>
</item>
<item>
<title>Torque 3D Game Development Cookbook</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=347221</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=347221"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Torque_3D_Game_Development_Coo_2_26_2013_8_32_10_PM.jpeg" align="left" hspace="10" /></a>Over 80 practical recipes and hidden gems for getting the most out of the Torque 3D game engine

 Overview
 Clear step-by-step instruction and practical examples to advance your understanding of Torque 3D and all of its sub-systems. 
 Explore essential topics such as graphics, sound, networking and user input.
 Helpful tips and techniques to increase the potential of your Torque 3D games.

 In Detail

 Torque 3D is a popular game engine that supports you in every step along the way to making your game a reality. Even with all of the power and tools that Torque 3D provides, finishing a high quality 3D game requires time and knowledge.

 "Torque 3D Game Development Cookbook" is a practical guide that takes you through each of the major steps on the journey to creating your game, while learning a few tricks along the way.

 The recipes in this book start off with learning some of the finer points about TorqueScript. The book then moves on to each of Torque 3D's subsystems and ends with a variety of game play recipes.

 The various topics covered include activating level-specific game code and scheduling game events, dragging and dropping items between windows to work with an in-game inventory system, and covering the seams between objects with well placed decals. Some of the advanced topics include writing custom shaders and postFX, using zones to improve rendering performance, and enhancing your game's ambience through sound.

 Once you are done with Torque 3D  <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=347221"> Read more...</a> <BR>]]></description>
<pubDate>Tue, 26 Feb 2013 20:32:10 GMT</pubDate>
</item>
<item>
<title>Building your First Mobile Game using XNA 4.0</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=347216</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=347216"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Building_your_First_Mobile_Gam_2_26_2013_8_25_45_PM.jpeg" align="left" hspace="10" /></a>A fast-paced, hands-on guide to building a 3D game for the Windows Phone 7 platform using XNA 4.0

 Overview
 Building a 3D game for the Windows Phone 7 platform.
 Drawing 2D and 3D graphics on Windows Phone.
 Using the rich capabilities of the Windows Phone platform.
 Creating a custom framework step by step that will act as a base for building (future) games. 
 An engaging and hands on beginner's guide to Windows Phone 7 3D game development using XNA 4.0.

 In Detail

 With the dawn of the Windows Phone 7 platform, Microsoft has offered us an easy way to create 3D mobile games. In this book, we will build a 3D game for Windows Phone 7 together, taking full advantage of the graphics and touch capabilities, along with the sensors of the platform.

 "Building your first mobile game using XNA" is the book for starting game development on the Windows Phone 7 platform. This book will go over the technical aspects of building games along with designing your own framework. Finally we'll build an actual game together from the ground up! This book will set future mobile game developers in the right direction.

 The XNA framework empowers us to build 2D and 3D games for PC, Xbox 360 and Windows Phone 7. We will use those capabilities to create stunning 3D games for the Windows Phone 7 platform. We will start by covering the basics like drawing graphics, followed by building a custom framework and end with building a game together!

 In this book, we will cover drawing <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=347216"> Read more...</a> <BR>]]></description>
<pubDate>Tue, 26 Feb 2013 20:25:45 GMT</pubDate>
</item>
<item>
<title>Game Coding Complete, Fourth Edition</title>
<link>http://www.freebookspot.es/Comments.aspx?Element_ID=346943</link>
<description><![CDATA[<BR> <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=346943"><IMG SRC="http://www.freebookspot.es/upload/Game Development/Game_Coding_Complete__Fourth_E_2_26_2013_4_32_59_AM.jpg" align="left" hspace="10" /></a>Welcome to Game Coding Complete, Fourth Edition, the newest edition of the essential, hands-on guide to developing commercial-quality games. Written by two veteran game programmers, the book examines the entire game development process and all the unique challenges associated with creating a game. In this excellent introduction to game architecture, you'll explore all the major subsystems of modern game engines and learn professional techniques used in actual games, as well as Teapot Wars, a game created specifically for this book. This updated fourth edition uses the latest versions of DirectX and Visual Studio, and it includes expanded chapter coverage of game actors, AI, shader programming, LUA scripting, the C# editor, and other important updates to every chapter. All the code and examples presented have been tested and used in commercial video games, and the book is full of invaluable best practices, professional tips and tricks, and cautionary advice.
 <a href="http://www.freebookspot.es/Comments.aspx?Element_ID=346943"> Read more...</a> <BR>]]></description>
<pubDate>Tue, 26 Feb 2013 04:32:59 GMT</pubDate>
</item>
</channel>
</rss>
