【大家一起来,建一个关于游戏设计的书库】

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【大家一起来,建一个关于游戏设计的书库】

我先来。Programming.Game.AI.by.Example.part1

programming.game.ai.by.example.part1.rar
(2005-04-19 20:49:44, Size: 1.39 MB, Downloads: 3865)


TAG:

Sky-Tiger的个人空间 thzhang 发布于2005-04-19 20:50:36
Programming.Game.AI.by.Example.part2
Programming.Game.AI.by.Example.part2

programming.game.ai.by.example.part2.rar
(2005-04-19 20:50:36, Size: 1.39 MB, Downloads: 2547)

Sky-Tiger的个人空间 thzhang 发布于2005-04-19 20:51:26
Programming.Game.AI.by.Example.part3
Programming.Game.AI.by.Example.part3

programming.game.ai.by.example.part3.rar
(2005-04-19 20:51:25, Size: 1.39 MB, Downloads: 2417)

Sky-Tiger的个人空间 thzhang 发布于2005-04-19 20:52:09
Programming.Game.AI.by.Example.part4
Programming.Game.AI.by.Example.part4

programming.game.ai.by.example.part4.rar
(2005-04-19 20:52:09, Size: 1.39 MB, Downloads: 2208)

Sky-Tiger的个人空间 thzhang 发布于2005-04-19 20:52:54
Programming.Game.AI.by.Example.part5
Programming.Game.AI.by.Example.part5

programming.game.ai.by.example.part5.rar
(2005-04-19 20:52:54, Size: 1.39 MB, Downloads: 2157)

Sky-Tiger的个人空间 thzhang 发布于2005-04-19 20:53:34
Programming.Game.AI.by.Example.part6
Programming.Game.AI.by.Example.part6

programming.game.ai.by.example.part6.rar
(2005-04-19 20:53:34, Size: 1.39 MB, Downloads: 2147)

Sky-Tiger的个人空间 thzhang 发布于2005-04-19 20:53:55
Programming.Game.AI.by.Example.part7
Programming.Game.AI.by.Example.part7

programming.game.ai.by.example.part7.rar
(2005-04-19 20:53:55, Size: 353 KB, Downloads: 2078)

joohnnie发布于2005-04-19 21:39:59
辛苦了
支持!
kazansky发布于2005-04-19 22:13:14
我觉得把已经上传的相关书籍连接做到这里来,只要再上传没有上传过的,这样可能会节省不少空间。不过在时间上可能耗得多些。


近期里准备把我自己的几本全上这里来,在这里下的就不再上传了。
jxga的个人空间 jxga 发布于2005-04-19 22:49:02
好主意,支持!
zxkid发布于2005-04-20 08:16:27
支持一下 不过游戏设计的书都是比较大的
Sky-Tiger的个人空间 thzhang 发布于2005-04-20 20:51:58
顶一下!
csknight发布于2005-04-22 17:29:44
支持,顶!
xiaowantong发布于2005-04-25 22:55:57
翘首以待
xiaowantong发布于2005-04-25 22:58:11
Essential Mathematics for Games and Interactive Applications, Jim Van Verth and Lars Bishop, ISBN 1-55860-863-X
GPU Gems, edited by Randima Fernando.
Collision Detection, by Gino van den Bergen (table of contents)
Game Physics, by Dave Eberly (companion web site)
ShaderX2: Introductions and Tutorials with DirectX 9, edited by Wolfgang F. Engel (table of contents)
ShaderX2: Shader Programming Tips and Tricks with DirectX 9, edited by Wolfgang F. Engel (table of contents) note that this is a separate volume from the previous book
Essential Mathematics for Games and Interactive Applications, by Jim Van Verth and Lars Bishop, Sept. 2003
Graphics Programming Methods, edited by Jeff Lander, July 2003
Real-Time 3D Terrain Engines Using C++ and DirectX 9 , by Greg Snook, June 2003
3D Computer Graphics: A Mathematical Introduction with OpenGL, by Samuel R. Buss, June 2003 (sample code, etc.)
Advanced 3D Game Programming with DirectX 9.0, by Peter Walsh and Adrian Perez, April 2003.
The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics, by Randima Fernando and Mark J. Kilgard, February 2003 (Sample chapters and more, Gamasutra excerpt)
Game Programming Tricks of the Trade, by Lorenzo Phillips, Sept. 2002
Direct3D ShaderX: Vertex and Pixel Shader Tips and Tricks, by Wolfgang F. Engel (Table of Contents and more; Introduction; Samples 1 & 2), 2002
The OpenGL Extensions Guide, by Eric Lengyel (table of contents and sample, in-depth table of contents)
3D Games, Volume 2: Animation and Advanced Real-Time Rendering, by Alan Watt and Fabio Policarpo (their Fly3D SDK is online), 2003
Game Programming Gems 3, edited by Dante Treglia and Mark DeLoura, 2002 (see the series web site for upcoming volumes)
Geometric Tools for Computer Graphics, by Philip Schneider and David Eberly, Sept. 2002 (companion web site)
Focus On 3D Terrain Programming, by Trent Polack, Dec. 2002 (comes with CD; Publisher's description)
Vector Game Math Processors, by James C. Leiterman, Dec. 2002.
3D Math Primer for Graphics and Game Development, by Fletcher Dunn and Ian Parberry, Dec. 2002. (more information at their site)
Fundamentals of Computer Graphics, by Peter Shirley, July 2002
Real-Time Shading, by Marc Olano et al., July 2002
Level of Detail for 3D Graphics, by David Luebke et al., July 2002 (companion web site)
Advanced 3D Game Development with OpenGL, by David Byttow and Ryan Parker, 2002
Real-Time Shader Programming, by Ron Fosner, Dec. 2002
Jim Blinn's Corner: Notation, Notation, Notation, by Jim Blinn, July 2002
Software Optimization Cookbook, by Richard Gerber, March 2002
Real Time Rendering Tricks and Techniques in DirectX, by Kelly Dempski, 2002
Texturing & Modeling: A Procedural Approach, 3rd Edition, by David Ebert et al., 2002 (companion web site)
Special Effects Game Programming with DirectX 8.0, by Mason McCuskey, 2002
Non-Photorealisting Computer Graphics, by Thomas Strothotte and Stefan Schlechtweg, June 2002 (companion web site)
Mathematics for 3D Game Programming & Computer Graphics, by Eric Lengyel, 2001
Game Programming Gems 2, edited by Mark DeLoura (Table of Contents and introduction), 2001
OpenGL Game Programming, by Kevin Hawkins and Dave Astle (source code), 2001
Subdivision Methods for Geometric Design: A Constructive Approach, by Joe Warren and Henrik Weimer, 2001 (companion web site and publisher's web site)
Non-Photorealistic Rendering, by Gooch and Gooch, 2001
Computer Animation: Algorithms and Techniques, by Richard Parent, 2001
Practical Algorithms for 3d Computer Graphics, by R. Stuart Ferguson, 2001
Game Programming Gems, edited by Mark DeLoura (Table of Contents and code updates), 2000
Game Engine Design: A Practical Approach to Real-Time Computer Graphics, by Dave Eberly (his code is online), 2000
3D Games, Volume 1: Real-time Rendering and Software Technology, by Alan Watt and Fabio Policarpo (their Fly3D SDK is online), 2000
3D Graphics Programming: Games and Beyond, by Sergei Savchenko, 2000
Computational Geometry: Algorithms and Applications, by deBerg, Van Kreveld, Overmars, and Schwarzkopf, 2000
Computer Graphics Using OpenGL by F.S. Hill, Jr., 2000 (Table of Contents and sample chapter)
3D Game Engine Design, by David Eberly, Jan. 2001 (companion web site)
Essential Mathematics for Computer Graphics Fast, by John Vince, Oct. 2001
Computer Graphics Through Key Mathematics, by Huw Jones, May 2001
Mathematics for Computer Graphics Applications, by Michael Mortenson, 1999
Phoenix10发布于2005-04-26 01:07:24
能上传吗?
这些书你都有吗?能上传吗?
谢谢!
Sky-Tiger的个人空间 thzhang 发布于2005-04-26 14:03:12
可否上传?
bitlong发布于2005-04-26 15:02:23
ding yi ge..
Sky-Tiger的个人空间 thzhang 发布于2005-04-26 21:24:27
NET.Game.Programming.with.DirectX.9.0.part1
NET.Game.Programming.with.DirectX.9.0.part1

net.game.programming.with.directx.9.0.part1.rar
(2005-04-26 21:24:26, Size: 1.39 MB, Downloads: 1215)

Sky-Tiger的个人空间 thzhang 发布于2005-04-26 21:25:20
NET.Game.Programming.with.DirectX.9.0.part2
NET.Game.Programming.with.DirectX.9.0.part2

net.game.programming.with.directx.9.0.part2.rar
(2005-04-26 21:25:20, Size: 1.39 MB, Downloads: 1086)

Sky-Tiger的个人空间 thzhang 发布于2005-04-26 21:26:09
NET.Game.Programming.with.DirectX.9.0.part3
NET.Game.Programming.with.DirectX.9.0.part3

net.game.programming.with.directx.9.0.part3.rar
(2005-04-26 21:26:09, Size: 1.39 MB, Downloads: 1121)

Sky-Tiger的个人空间 thzhang 发布于2005-04-26 21:26:49
NET.Game.Programming.with.DirectX.9.0.part4
NET.Game.Programming.with.DirectX.9.0.part4

net.game.programming.with.directx.9.0.part4.rar
(2005-04-26 21:26:49, Size: 1.39 MB, Downloads: 1086)

Sky-Tiger的个人空间 thzhang 发布于2005-04-26 21:27:13
NET.Game.Programming.with.DirectX.9.0.part5
NET.Game.Programming.with.DirectX.9.0.part5

net.game.programming.with.directx.9.0.part5.rar
(2005-04-26 21:27:13, Size: 537 KB, Downloads: 1009)

Sky-Tiger的个人空间 thzhang 发布于2005-04-26 21:39:38
明天传送Strategy Game Programming with DirectX 9.0
Strategy Game Programming with DirectX 9.0
by Todd Barron  ISBN:1556229224
Wordware Publishing © 2003 (538 pages)
This resource covers everything needed to create a strategy game using C++ and DirectX 9.0. It also outlines the game development process and explains game mechanics, resource management, interface design, sound implementation and more.
Sky-Tiger的个人空间 thzhang 发布于2005-04-26 21:42:00
还有Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
by Katie Salen and Eric Zimmerman   ISBN:0262240459
The MIT Press © 2004 (670 pages)
This text offers an introduction to game design and a unified model for looking at all kinds of games, from board games and sports to computer and video games. Also included are concepts, strategies, and methodologies for creating and understanding games.
Sky-Tiger的个人空间 thzhang 发布于2005-04-26 21:44:52
还有Advanced 3D Game Programming Using DirectX 9.0
Advanced 3D Game Programming Using DirectX 9.0
Peter Walsh
Wordware Publishing, Inc.

Library of Congress Cataloging-in-Publication Data

Walsh, Peter (Peter Andrew), 1980-
Advanced 3D game programming with DirectX 9.0 / by Peter Walsh.
p. cm.
ISBN 1-55622-968-2 (pbk.)
1. Computer games–Programming. 2. DirectX. I. Title.
QA76.76.C672W382 2003
794.8'167768–dc21 2003007140
CIP

Copyright © 2003 Wordware Publishing, Inc.

All Rights Reserved

2320 Los Rios Boulevard
Plano, Texas 75074

No part of this book may be reproduced in any form or by any means without permission in writing from Wordware Publishing, Inc.

1-55622-968-2

10 9 8 7 6 5 4 3 2 1
0403

DirectX is a registered trademark of Microsoft Corporation in the United States and/or other countries.

All brand names and product names mentioned in this book are trademarks or service marks of their respective companies. Any omission or misuse (of any kind) of service marks or trademarks should not be regarded as intent to infringe on the property of others. The publisher recognizes and respects all marks used by companies, manufacturers, and developers as a means to distinguish their products.

All inquiries for volume purchases of this book should be addressed to Wordware Publishing, Inc., at the above address. Telephone inquiries may be made by calling:
(972) 423-0090

Dedications

To my beautiful fiancée Lisa Sullivan
I love you with all my heart.

Peter

To my parents, Manny and Maria

Adrian

Original edition for DirectX version 7.0 written by Adrian Perez with Dan Royer. Revised and updated by Peter Walsh.

Acknowledgments

Like Adrian says below, this book, like any other, was not just the work of one (or two or three) people; there have been so many people over the years who have helped me in one way or another, and the result of all these efforts contributed to the knowledge contained in this book. I will try to thank everyone I can. My update of this book would not have occurred without the help of Tracy Williams, who has helped me many times with my books. Not only did she get me going on my first book, but she got me hooked up with Wordware for this book, my third. Of course, I must thank Jim Hill, Wes Beckwith, and Tim McEvoy of Wordware for being such great people to work with.

Thanks to Phil Taylor on the DirectX team at Microsoft for agreeing to do the tech check and also to Wolfgang Engel and Bruno Sousa for their technical support. Of course, thank you to my wonderful fiancee Lisa for helping to keep me motivated while working on the book, when I just wanted to give up and party!

Where would I be without thanking all my friends and family, who keep me sane during the many months that I spent researching and writing these massive books. So thank you Jon-Paul Keatley, Stewart Wright, Andrew McCall, Todd Fay, Mike Andrews, Laz Allen, and all my other friends around the world that I don't have room to list! Also, who would I be writing a book and not mentioning my soon-to-be family-in-law? So thank you Liam and Ann Sullivan for giving me permission to marry your beautiful daughter (also to Joanne, Pauline, Liam Jr., and the rest of the family). Of course, thanks to my parents Simon and Joy Walsh for being so supportive during my younger years and to this day.

The worst thing about writing acknowledgments is that you always forget someone who helped you until the day the book goes to print. So thank you to everyone else I forgot—please accept my apologies; my poor brain is worn out after all this work!

Peter Walsh

This book couldn't have been completed without the help and guidance of a whole lot of people. I'll try to remember them all here. First, thanks to Wes Beckwith and Jim Hill at Wordware Publishing. They were extremely forgiving of my hectic schedule, and they helped guide me to finishing this book. I also must thank Alex Dunne for letting me write an article in 1998 for Game Developer magazine. If I hadn't written that article, I never would have written this book.

Everything I know about the topics in this book I learned from other people. Some of these people were mentors, others were bosses, and still others were professors and teachers. Some were just cool people who took the time to sit and talk with me. I can't thank them enough. Paul Heckbert, Tom Funkhouser, Eric Petajan, Charles Boyd, Mike Toelle, Kent Griffin, David Baraff, Randy Pausch, Howie Choset, Michael Abrash, Hugues Hoppe, and Mark Stehlik: You guys rock. Thank you.

Thanks to Microsoft, ATI, nVidia, id Software, and Lydia Choy for helping me with some of the images used in the text.

Many people helped assure the technical correctness and general sanity of this text. Ian Parberry and his class at University of North Texas were immensely helpful: Thanks, guys. Michael Krause was an indispensable help in assuring the correctness of the DirectX chapters. Bob Gaines, Mikey Wetzel, and Jason Sandlin from the DirectX team at Microsoft helped make sure Chapters 2, 3, 4, 8, and 10 were shipshape: Mad props to them. David Black was kind enough to look over Chapter 11 and help remove some errors and clarify a few points.

Finally, I need to thank all of the people who helped me get this thing done. I know I won't be able to remember all of them, but here's a short list: Manual and Maria Perez, Katherin Peperzak, Lydia Choy (again), Mike Schuresko, Mike Breen (and the rest of the Originals), Vick Mukherjee, Patrick Nelson, Brian Sharp, and Marcin Krieger.

Adrian Perez

About the author

Peter Walsh is a professional game programmer at Visual Science Ltd., where he has worked on a number of titles including the Formula 1 series of games, Harry Potter and the Chamber of Secrets, and others for Electronic Arts, the world's leading publisher of computer games. He has studied for a degree in computer games development at Abertay University in Dundee, Scotland, and has worked with IC-CAVE, a think tank for the next generation of gaming technology.

The complete source code in C++, including a game demonstrating techniques covered in this book, can be downloaded from http://www.wordware.com/files/dx9.
Sky-Tiger的个人空间 thzhang 发布于2005-04-26 21:46:35
AI for Game Developers
By David M. Bourg, Glenn Seeman
   
Publisher : O'Reilly
Pub Date : July 2004
ISBN : 0-596-00555-5
Pages : 400
Sky-Tiger的个人空间 thzhang 发布于2005-04-26 21:47:36
Game Development with ActionScript  
By Lewis Moronta
   
Publisher : Premier Press
Pub Date : 2004
ISBN : 1-59299-110-6
Pages : 424
   




Game Development with ActionScript is the concise book of choice for learning how to program your own games in Flash from scratch!. Assuming no previous programming knowledge, the average aspiring programmer will learn how to create and design his own programs in a matter of pages.. Clear and concise text introduces concepts through numerous demos throughout the book. Hands-on exercises reinforce these concepts giving the reader a solid foundation of skills. Q&As at the end of each chapter assure that no gaps in knowledge are left unfilled.

Features

This book is a companion to Macromedia Flash MX Game Programming. It is targeted at the beginner-intermediate user; the Flash MX book is for intermediate-advanced user.

Focuses more on artistic game design and programming; the Flash MX book is heavier on the programming side.

Requires no prior programming knowledge and no prior Flash MX knowledge.

Covers Flash MX?s newest features. Many competing titles do not because they are based on Flash 5
Sky-Tiger的个人空间 thzhang 发布于2005-04-26 21:48:03
Developing Online Games: An Insider's Guide
By Jessica Mulligan, Bridgette Patrovsky
   
Publisher : New Riders Publishing
Date Published : February 25, 2003
ISBN : 1-5927-3000-0
Pages : 300




A soup-to-nuts overview of just what it takes to successfully design, develop and manage an online game. Learn from the top two online game developers through the real-world successes and mistakes not known to others. There are Case studies from 10+ industry leaders, including Raph Koster, J. Baron, R. Bartle, D. Schubert, A. Macris, and more! Covers all types of online games: Retail Hybrids, Persistent Worlds, and console games.

Developing Online Games provides insight into designing, developing and managing online games that is available nowhere else. Online game programming guru Jessica Mulligan and seasoned exec Bridgette Patrovsky provide insights into the industry that will allow others entering this market to avoid the mistakes of the past. In addition to their own experiences, the authors provide interviews, insight and anecdotes from over twenty of the most well-known and experienced online game insiders. The book includes case studies of the successes and failures of today's most well-known online games. There is also a special section for senior executives on how to budget an online game and how to assemble the right development and management teams. The book ends with a look at the future of online gaming: not only online console gaming (Xbox Online, Playstation 2), but the emerging mobile device game market (cell phones, wireless, PDA).
Sky-Tiger的个人空间 thzhang 发布于2005-04-26 21:48:41
AI Game Development: Synthetic Creatures with Learning and Reactive Behaviors
By Alex J. Champandard
   
Publisher : New Riders Publishing
Pub Date : November 21, 2003
ISBN : 1-5927-3004-3
Pages : 744





Neural networks, decision trees, genetic classifiers: If these are AI concepts you'd like to employ in your own games-and you know your way around C++-this is the book for you! In these pages, leading game AI developer Alex J. Champandard shows you how to create a slew of autonomous synthetic creatures-in the process exploring the techniques and theories central to AI game development. Complex concepts are made easily graspable, even fun, as you apply them to the step-by-step development of your own complete bot. The focus here is on designing individual creatures, each with unique abilities and skills. Each chapter tackles a specific problem, using demos and examples to drive the points home. Best of all, Alex draws on his own real-life experiences to provide tips and tricks to speed the process and resolve thorny issues. On the companion Web site, you'll find code examples and the samples of some of the games covered in the book.
lukuilin发布于2005-04-27 06:55:28
辛苦啦,辛苦啦
谢谢
我来说两句

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