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Other titles in the Charles River Media Game Development series:

Introduction To Game Development -with CD (05 - Old Edition)

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Introduction To Game Development -with CD (05 - Old Edition) Cover

 

Synopses & Reviews

Publisher Comments:

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. And the accompanying CD-ROM contains all the source code, demos, art files, and other materials referenced throughout the book. Introduction to Game Development, Second Edition is a must-have resource for anyone who wants to understand the entire game development process.

Book News Annotation:

Rabin (a senior software engineer at Nintendo of America) presents an introductory text on the development of computer games, covering issues from game design and programming to production and business issues. The structure of the book is based on the curriculum framework proposed by the International Game Developers Association Curriculum Development Committee and its 36 chapters cover programming languages and architecture; the math and physics of game programming; animation, artificial intelligence, audio, and networking; audio visual design and production; and business issues such as project management, marketing, industry roles and economics, intellectual property, and content regulation. The CD-ROM contains all animations, demonstrations, documents, images, and source code from the book, as well as Microsoft PowerPoint presentations meant to complement each chapter.
Annotation ©2005 Book News, Inc., Portland, OR (booknews.com)

Book News Annotation:

Rabin (a senior software engineer at Nintendo of America) presents an introductory text on the development of computer games, covering issues from game design and programming to production and business issues. The structure of the book is based on the curriculum framework proposed by the International Game Developers Association Curriculum Development Committee and its 36 chapters cover programming languages and architecture; the math and physics of game programming; animation, artificial intelligence, audio, and networking; audio visual design and production; and business issues such as project management, marketing, industry roles and economics, intellectual property, and content regulation. The CD-ROM contains all animations, demonstrations, documents, images, and source code from the book, as well as Microsoft PowerPoint presentations meant to complement each chapter. Annotation ©2005 Book News, Inc., Portland, OR (booknews.com)

Synopsis:

Based on the curriculum guidelines of the IGDA, this is the first book to survey all aspects of the theory and practice of game development and design. Key topics include critical game studies, level design, game programming, artificial intelligence, mathematics and physics, and audio design and production. The CD-ROM covers tutorials, animations, images, demos, source code, and lecture slides.

Synopsis:

Based on the curriculum guidelines of the IGDA, Introduction to Game Development is the first book to survey all aspects of the theory and practice of game development, design, and production. The book, which might be used as a text for introductory courses or as a comprehensive reference for game developers and designers, is divided into seven independent parts: Critical Game Studies, Game Design, Game Programming (Languages and Architecture), Game Programming (Mathematics, Collision Detection, and Physics), Game Programming (Graphics, Animation, Artificial Intelligence, Audio, and Networking), Audio Visual Design and Production, and Game Production and the Business of Games. Twenty-seven of the leading game developers, programmers, and designers have contributed chapters that discuss state of the art principles and techniques from the game development industry. The accompanying CD-ROM covers tutorials, animations, images, demos, source code, and Microsoft® PowerPoint lecture slides that reinforce the concepts presented in the book. This is a must-have resource for anyone looking to understand the entire game development process.

About the Author

Steve Rabin is a Principal Software Engineer at Nintendo of America, where he researches new techniques for NintendoÂ's next generation systems, develops tools, and supports Nintendo developers. Before Nintendo, Steve worked primarily as an AI engineer at several Seattle start-ups including Gas Powered Games,WizBang Software Productions, and Surreal Software. He managed and edited the AI Game Programming Wisdom series of books, as well as the book Introduction to Game Development, and has over a dozen articles published in the Game Programming Gems series. HeÂ's spoken at the Game Developers Conference and moderates the AI roundtables. Steve teaches artificial intelligence at both the University of Washington Extension and at the DigiPen Institute of Technology. He earned a B.S. in Computer Engineering and an M.S. in Computer Science, both from the University of Washington

Table of Contents

Part 1: Critical Game Studies; Part 2: Game Design; Part 3: Game Programming: Languages and Architecture; Part 4: Game Programming: Math, Collision Detection, and Physics; Part 5: Game Programming: Graphis, Animation, AI, Audio, and Networking; Part 6: Audio Visual Design and Production; Part 7: Game Production and the Business of Games; About the CD-ROM

Product Details

ISBN:
9781584503774
Editor:
Rabin, Steve
Publisher:
Charles River Media
Editor:
Rabin, Steve
Author:
Rabin, Steve
Author:
Rabins
Subject:
Programming - General
Subject:
Design
Subject:
Video games
Subject:
Computer Graphics - Game Programming
Subject:
Careers
Subject:
Graphic Arts
Subject:
Programming - Games
Subject:
Computer games -- Programming.
Subject:
Video games -- Design.
Copyright:
Edition Description:
Hardcover
Series:
Charles River Media Game Development
Publication Date:
June 2005
Binding:
Hardback
Grade Level:
Professional and scholarly
Language:
English
Illustrations:
Y
Pages:
1008
Dimensions:
9.54x7.78x2.26 in. 4.05 lbs.

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Related Subjects

Computers and Internet » Software Engineering » Game Design

Introduction To Game Development -with CD (05 - Old Edition) New Hardcover
0 stars - 0 reviews
$70.00 In Stock
Product details 1008 pages Charles River Media - English 9781584503774 Reviews:
"Synopsis" by , Based on the curriculum guidelines of the IGDA, this is the first book to survey all aspects of the theory and practice of game development and design. Key topics include critical game studies, level design, game programming, artificial intelligence, mathematics and physics, and audio design and production. The CD-ROM covers tutorials, animations, images, demos, source code, and lecture slides.
"Synopsis" by , Based on the curriculum guidelines of the IGDA, Introduction to Game Development is the first book to survey all aspects of the theory and practice of game development, design, and production. The book, which might be used as a text for introductory courses or as a comprehensive reference for game developers and designers, is divided into seven independent parts: Critical Game Studies, Game Design, Game Programming (Languages and Architecture), Game Programming (Mathematics, Collision Detection, and Physics), Game Programming (Graphics, Animation, Artificial Intelligence, Audio, and Networking), Audio Visual Design and Production, and Game Production and the Business of Games. Twenty-seven of the leading game developers, programmers, and designers have contributed chapters that discuss state of the art principles and techniques from the game development industry. The accompanying CD-ROM covers tutorials, animations, images, demos, source code, and Microsoft® PowerPoint lecture slides that reinforce the concepts presented in the book. This is a must-have resource for anyone looking to understand the entire game development process.
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