Mastering Unreal Technology: The Art of Level Design
Average customer rating: 4 out of 5 stars
  • A Very Helpful Book
  • Haven't Used it just yet...
  • If you want to know how to make a MOD or GAME... Get This...
  • Very good book
  • Top Notch Book!
Mastering Unreal Technology: The Art of Level Design
Jason Busby , Zak Parrish , and Joel VanEenwyk
Manufacturer: Sams
ProductGroup: Book
Binding: Paperback

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ASIN: 0672326922

Book Description

Let your imagination run wild in the world of Unreal Technology. Mastering Unreal Technology: The Art of Level Design knows no boundaries as it shows you how to build custom mods, maps and levels with the Unreal engine. Its tutorial format will give you immediate results through the tips and demos provided from the industry's top level designers. Learn to create your own characters, weapons and gaming environments, as well as how to go beyond the Unreal environment and export custom elements from 3D modeling applications. A CD that contains the Unreal Engine, graphics, examples and code is also included, giving you everything you need to create custom levels in Unreal or build your own games and virtual environments. Mastering Unreal Technology will help put you on the cutting-edge of gaming technology.

Customer Reviews:

4 out of 5 stars A Very Helpful Book.......2007-09-21

I am a Game Art Development student, and this book has been indespensible in aiding in my understanding of the Unreal Editor. Without this book, I'm sure that it would've taken me waaaaayyy longer to get things done than the limited time that I had. Even though the book is more expensive than the game itself, it is a must have for any aspiring modder or game creator.

4 out of 5 stars Haven't Used it just yet..........2007-08-04

I just bought this book, and although It seems like it's going to be great, my major problem is finding either Maya PLE 5.0's registration number, or Maya 7.0 PLE and its registration number.
the Autodesk site only has Maya PLE 8.5 to download and there are only plug-ins for Unreal for Maya 5.0 PLE and Maya 7.0 PLE (note: there is no version for the regular Maya)
So it kind of leaves you stuck with nothing to use. There is also nothing on the net about it either.

5 out of 5 stars If you want to know how to make a MOD or GAME... Get This..........2007-05-12

Wow, it Big, It heavy and yes my Friends it is a red Brick, But it well worth ever cent and every page. Packed full of Useful Information and Helpful Tutorials it writen with the Lamen in mind. and take you into the Skills needed to make almost a full game. The one thing it lacks is the swcripting language section. But this is forgivable as it would make the book way bigger and much more complex to read if you a new guy trying to make a few little Deathmatch levels.

4 out of 5 stars Very good book.......2007-04-10

This book is very complete and very easy to follow. Get the videos from 3dbuzz and the planetunreal tutorials and you'll be making great levels in no time.
Also great is the coverage static meshes and character production in maya and export to unrealed.

5 out of 5 stars Top Notch Book!.......2007-03-09

Anyone who wants to learn how to use the Unreal Engine should buy this bible, yes it is a bible, because without this book you would be lost, the second cd to the Unreal game which is all videos really isn't enough, this book will cover everything about the Unreal!

Definitely a good buy!
The Art and Science of Digital Compositing (The Morgan Kaufmann Series in Computer Graphics)
Average customer rating: 5 out of 5 stars
  • A must
  • An essentrial for all CG artist
  • Great Book but Where's the CD?
  • A math mad must for Comps
  • Must Have for compositors and digital artists
The Art and Science of Digital Compositing (The Morgan Kaufmann Series in Computer Graphics)
Ron Brinkmann
Manufacturer: Morgan Kaufmann
ProductGroup: Book
Binding: Hardcover

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ASIN: 0121339602
Release Date: 1999-05-01

Amazon.com

Digital compositing, defined here as "the digitally manipulated combination of at least two source images to produce an integrated result," is a huge field incorporating 2-D and 3-D still and animated artwork. The Art and Science of Digital Compositing homes in on a specific area--visual effects in film, multimedia, and commercials--and expands on it in a highly precise and technical fashion. The author, Ron Brinkmann, has applied his expertise to many projects, including such feature films as James and the Giant Peach and Die Hard.

Here he teaches aspiring film, video, and multimedia artists how to create mattes; manipulate time; track, view, and analyze images; work with various film and video formats; and understand the issues of quality versus efficiency. Brinkmann concentrates on improving what you've put together by manipulating color, brightness, perspective, lighting, cameras, and more. You can apply much of the introductory information--resolution, bit depth, compression, color, and geometric manipulations--to simple image-compositing projects. But then you're off into Hollywood territory, though the tone is one of serious insight, not whimsical observation. This is essentially a textbook for people who are looking for an in-depth discussion of technology for advanced animation production. As such, it does an excellent job. --Kathleen Caster

Book Description

Computer-generated visual effects are now used extensively in feature films, commercials, music videos, and multimedia. The backbone of this process, the final and most important step, is known as digital compositing. The Art and Science of Digital Compositing is a comprehensive reference that provides a complete overview of the technical and the artistic nature of this process. This book covers a wide range of topics from basic image creation, representation, and manipulation, to a look at the visual cues that are necessary to create a believable composite. Designed as both an introduction to the field as well as a valuable technical reference, this book should be of interest to both novices and professionals alike.

Written by a working professional in the visual effects industry, the book provides over 250 different images and illustrations (including a 40-page color insert) as well as a complete glossary of compositing and visual-effects terminology. Also included are in-depth case studies from well-known films such as Speed, Independence Day, and Titanic.

Balances fundamental "hard science" topics with the more qualitative/artistic challenges which face anyone involved in a digital composition project
Provides examples and illustrations from motion picture work
CD-ROM contains additional composition examples, illustrations, and development software
Includes 32 pages of colour

Customer Reviews:

5 out of 5 stars A must.......2007-06-13

Even if I'm not working in vfx, so I haven't a great experience, I think this book should be in every comps shelf: very simple, well written, it deals with the math under every (even the simplest) operation you can do in your compositing package (it's quite software-indipendent). It explains several wonderful tricks too.
Globally, very useful in my opinion.

5 out of 5 stars An essentrial for all CG artist.......2007-02-24

Ron goes over the very concepts of compositing that are essential to know in the computer graphics feild. I have bought several copies of this book as the disappear from my desk (no longer kept in public view)

4 out of 5 stars Great Book but Where's the CD?.......2007-01-23

This book is exceptional and a must for anyone pursuing this area of interest. The only disappointment I had in purchasing this item is that it is supposed to come with a CD, and the CD was never shipped to me. What's up, Amazon?

5 out of 5 stars A math mad must for Comps.......2007-01-05

That can I say about Mr Brinkman. Well he's one of the God's of compositing and VFX. Mad about the math behind Node based compositing software, which incidentally is a good thing. This is not meant to be a 'Shake' bible as it is supposed to be non software specific. However it uses 'Shake' language and node naming. This is not a criticism as 'Shake' is the meccano kit of compositing. Understand the mode and the math behind it and you can do anything. I would also assume that this will still be relevant when shake is 'reborn'.

This is also essential for other composing software where the math is hidden. If you've ever considered what happens inside that 'magic button' after you've clicked.

I also think that Steve Wright's 'Digital Compositing for Film and Video, Second Edition' is a must too. Another great book from a great man of VFX.

Having not been personally taught by Mr. Brinkman and Mr Wright these books prove to be the next best thing.

5 out of 5 stars Must Have for compositors and digital artists.......2006-07-02

This book is a in depth study of the techniques and technologies involved in the art of compositing. Not sooo technical that no one will understand it, but technical enough that it even explains in detail the algorithms and math used for antialiasing, blurs, the transfer operators like multiply, screen overlay., etc... I am a professional cg artist and highly recommend this book.
Introducing Character Animation with Blender
Average customer rating: 4.5 out of 5 stars
  • Excellent!
  • Great Blender Intro and Character Design
  • Animation Motivated Novices
  • excellent deal
  • Exactly what I needed.
Introducing Character Animation with Blender
Tony Mullen
Manufacturer: Sybex
ProductGroup: Book
Binding: Paperback

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ASIN: 0470102608

Book Description

Let this in-depth professional book be your guide to Blender, the powerful open-source 3D modeling and animation software that will bring your ideas to life. Using clear step-by-step instruction and pages of real-world examples, expert animator Tony Mullen walks you through the complexities of modeling and animating, with a special focus on characters. From Blender basics to creating facial expressions and emotion to rendering, you’ll jump right into the process and learn valuable techniques that will transform your movies.

Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.

Customer Reviews:

5 out of 5 stars Excellent!.......2007-08-25

If you are new to Blender and 3d animation, this book will help you to "open your mind to the possibilities". You will learn to build and animate your own character step by step. Easy to follow and very well explained. The included DVD has a lot of animation samples and source files used in the book. Go for it!

5 out of 5 stars Great Blender Intro and Character Design.......2007-08-17

Of all the books I've read on 3D, this is the first that actually has been useful and direct to me. I have been using Blender 3D for a year now, but I found that there was alot of cool features that I missed that I then learned from this book.

Besides a great introduction, this book flows smoothly with the creation of a face from only a reference photo (with all the intermediate steps to get there), and then the rest of the book is showing how to build a a fully rigged (ready for animation) character from scratch. I am so amazed with this book.

This is a definitely a worthwhile book. I teach Blender 3D for a organization at Texas A&M University, and I suggest this to them all.

5 out of 5 stars Animation Motivated Novices .......2007-08-13

Great book for the Blender Project. The intro says it all, for Blender Pros and highly motivated novices. Great tutorial and all the pieces included on CD.

5 out of 5 stars excellent deal.......2007-06-13

This product arrived around a month from the day the purchase was made. the product arrived in excellent conditions, And I also found it{s cheaper than in other websites.

5 out of 5 stars Exactly what I needed........2007-06-01

I've been learning Blender for a while now, piecing it together from stray tutorials and such, but with this very affordable book, I've found exactly what I needed. I already knew a lot of what the book covers, but it helped fill in some gaps that most online tutorials take for granted, and gave me a whole, more complete view of how to go about my business with Blender. I would definately buy another book from this author.
Game Development Essentials: An Introduction
Average customer rating: 4.5 out of 5 stars
  • Excellent book
  • Classroom Warning
  • Gwenn McElwee's Review
  • Interesting side notes, but not worth the effort
  • I enjoyed it
Game Development Essentials: An Introduction
Jeannie Novak
Manufacturer: Thomson Delmar Learning
ProductGroup: Book
Binding: CD-ROM

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ASIN: 1401862713

Book Description

?Get ready for a fascinating ride through the fastest-growing segment of the entertainment industry!? As gaming evolves into a powerhouse industry and a dynamic career opportunity, the need has never been greater for a book that offers a penetrating introduction to the field and a clear explanation of the keys to success. A highly respected industry observer and gaming instructor in Southern California, author Jeannie Novak showcases in this definitive work every important aspect of game development, beginning with a highly informative chapter on the background of the industry that provides the historical context for later chapters. The latest addition to the Game Development Essential series, An Introduction to Game Development examines content creation and the concepts behind the development of story, character, environment, level design, user interface, and sound. Novak also looks to the future of gaming, and in particular, at such promising technologies as online and mobile gaming. An entertaining read and a thoroughly researched and knowledgeable overview of the field, this book is an indispensable gateway to one of the most exciting career opportunities in the country today.

Customer Reviews:

5 out of 5 stars Excellent book.......2007-09-24

It's an excellent book. The fact that she included my incredibly detailed game design document in no way influenced my rating.

4 out of 5 stars Classroom Warning.......2007-09-13

Just wanted to let people know there is a later version if you missed it, and you should check with instructors before buying this book and be sure it is the dated version needed!

5 out of 5 stars Gwenn McElwee's Review.......2007-08-15

I find this book to be well rounded in the history and in the aspect to the gaming and simulation world. It was not what I originally expected to read, but I thoroughly enjoyed it and now can look at the gaming world a lot differently with more respect.

I purchased this book because it was required for the class I am taking at DeVry University Online, but now that I have read it, I am interested in purchasing a few of the other books in this series by Jeannie Novak.

2 out of 5 stars Interesting side notes, but not worth the effort.......2007-07-09

One interesting thing this book contains is little sidebar interviews with people from the game industry. It might serve people who are looking for jobs and want to get names of people in industry.

This book might also be a good read for parents of kids who want to learn more about the gaming industry. It is a very simple introduction (hence the title).

For anyone who has played computer games however, it will be overly simple and offer little value add.

It really is an intro and nothing more.

4 out of 5 stars I enjoyed it.......2007-05-28

I would probably have given it 5 stars if it weren't for the few mistakes made. For example on page 218 there is a screenshot of C&C Generals and the caption says "Praetorians uses terrain as a boundary" with the image credit given to Eidos Interactive! Wow... It's probably just a mistake someone else made and not Novak, but still. I haven't been able to locate an errata list on either the publisher's website nor Novak's, but aside from a few minor typos I haven't found any other mistakes.

For a book published in late 2004, an updated edition seems a long time coming for a book that needed it. I see the second edition is due out August 2007 so that's good. Too bad my class didn't wait until then. I was required to purchase this first edition.

I don't know if I'd recommend this to anyone just browsing the shelves for a book on game design, unless you have more money than the typical student. At $64, I would hold this book to higher standards. Thomson Delmar Learning doesn't really target the mass market, so you'd expect to pay a little extra and receive a little extra in return. But price aside, I agree with all the other positive comments. If you are interested in the subject matter then I really would recommend this book. Maybe just wait a few months for the 2nd edition.

The demo CD is lackluster in my opinion. All it had were URLs to demo games and game engine trial versions. They could have saved some money and just had a page at the end of the book list the URLs.

The interviews with and comments by the industry pros are very nice for the beginning student to read. The book is very colorful and has lots of pictures. That makes it sound childish but it really does help with the reading. I'm used to reading technical books on programming and even I found this format to be useful and it fit well with the subject.

In places, the author talks about generic game ideas and then references a specific game, as if this game is a shining example of the topic and it beat out all others. The topics are so generic that any game in the genre discussed could be used as a reference. To me this reeks of product placement.

One other thing that bothers me is the inclusion of "credible" studies and surveys by renowned research organizations like Nielsen. It isn't so much the fault of the author as it is the proliferation of surveys. One study sampled 33 medical professionals, came up with surprising results, and made the following statement: "The next step? Surgery simulations!". I'm sorry, but sampling 33 doctors means absolutely nothing. Get back to me when you sample 33,000. A different survey of 1,000 males in 2003 found 10% watched less television, 33% said in-game ads helped them decide which products to buy, and 50% actually liked the inclusion of real products in games. The next statement makes a conclusion: "Major corporations are now considering product placement in games as a significant form of advertising." How many millions of males in the United States alone play video games regularly? Wow, 1,000 sure is representative. Now the rest of us have to be subjected to in-game ads, which are repulsively annoying, thanks to the wrong set of 1,000 people surveyed. Sigh. Yes, I know it's impossible to survey a representative sample. So don't bother with surveys. I'm going off on a tangent, but the point is this book is pretty good. Just ignore the surveys.
3D Game Textures: Create Professional Game Art Using Photoshop
Average customer rating: 4.5 out of 5 stars
  • Useful introductory overview
  • Excellent. Really!
  • Worthless
  • Outstanding
  • One of the best i have so far
3D Game Textures: Create Professional Game Art Using Photoshop
Luke Ahearn
Manufacturer: Focal Press
ProductGroup: Book
Binding: Paperback

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ASIN: 0240807685

Book Description

Game artists, architects, simulation developers, web designers and enthusiasts alike can 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 is the first of its kind to provide an in-depth guide to game texturing with hundreds of high-quality examples. This guide teaches everything a game artist will need to know-from researching textures, basic artistic principles, tools and techniques, to specific step-by-step tutorials that explain how to create textures for a myriad of environments. The goal of this book is to give the reader a guide that will actually help them secure a job as a developer/artisteven providing them with images created using the tutorials that can be used in a portfolio.

* Learn everything you need to create stunning, professional textures from one easy to follow guide which features tutorials and over 500 high-quality images
* Follow the step-by-step tutorials to learn how to create suitable images which you can add to your portfolio and WOW prospective employers
* Companion CD includes sample textures and electronic versions of images you saw in the bookall the tools you need in one place!
* Hit the ground running or get a leg up on the competition with the tips, tricks, and real world examples featured in this comprehensive guide

Customer Reviews:

4 out of 5 stars Useful introductory overview.......2007-06-14

This book is useful as a jumping-off point for using Photoshop to create textures, and covers most of the basic topics that someone new to both Photoshop and texturing would need to know. However, you'll need to search for additional resources to complete the journey that this book starts you on, since it's a pretty basic overview with a few confidence-building exercises that give you a taste of the possibilities.

5 out of 5 stars Excellent. Really!.......2007-05-26

Unlike the rewiever who gave this book 1 star, I am giving 5. Because unlike him, I find this full-color book very well written and very useful. It goes beyond basic texture creation tutorials. The first half of the book explains theory behind good textures and texture creation as well as ways to take pictures for your own textures. It gives lot of examples to demonstrate various points. The second half of the book is the tutorial part. The tutorials are detailed and easy to follow. The only negative thing I find about this book is, that the tutorials give you exact values for everything without explaining why these values were actually chosen. However, it is up to the user to make his/her own tweeking and see, how changing these values effect the final result. Also, I would like to see how these textures are applied to a specific UV layout, which the book does not discuss. But then again, the book is about creating textures, not applying them to your model, so I do not hold it against it. After all, the textures that are created in the tutorials are nicely done and you certainly can find a good use for any of them. So, five stars it is.

1 out of 5 stars Worthless.......2007-05-24

Utterly worthless book that provides horrid explanations. Really not worth the money, or even a look, it's just a low quality excuse for a book with most of it's "tutorials" being available free on the internet.

5 out of 5 stars Outstanding.......2007-02-07

Very well written and beautifully illustrated. One of the best Photoshop books I've ever seen.

4 out of 5 stars One of the best i have so far.......2007-02-06

After looking though the first set of tuts for making the textures. It pretty simply. There were not miss prints or typos, i never got lost while doin any of them and even more so i put in my own style while following these steps.
Rendering Fashion, Fabric and Prints with Adobe Illustrator
Average customer rating: 3 out of 5 stars
  • rendering fashion, fabric and print w/ adobe illustrator
Rendering Fashion, Fabric and Prints with Adobe Illustrator
M. Kathleen Colussy , and Steve Greenberg
Manufacturer: Prentice Hall
ProductGroup: Book
Binding: Paperback

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ASIN: 0131737260

Book Description

Rendering Fashion, Fabric and Prints with Adobe Illustrator is the first book of its kind to show how Adobe Illustrator can be used in the fashion, fashion illustration and textile industries. Developed as a companion book to Rendering Fashion, Fabric and Prints with Adobe Photoshop, ISBN: 0-13-049409-7, the book uses a simple step-by-step format to cover the complete digital rendering process–from concept to consumer. Readers will learn how to use the software to create story boards, mood boards, logos, hang-tags, flats, fabric repeats and more! Over 1,000 images to take the guesswork out of replicating industry information. Shows how to use Adobe Illustrator to render vector images specific to fashion such as illustrations, technicals, fabric repeats, logos and presentation boards. Provides more than just a computer manual by showing how to use the software during each stage of the design process. Covers all aspects including: storyboards, moodboards, logos, hang-tags, merchandise boards, flats, technical renderings, croquis etc. Discusses how to prepare images for digital portfolios, use online URL’s for locating jobs, etc. Provides background on the fundamental concepts that should be considered during the digital rendering process. Captures the flavor of the industry and keeps readers focused on how Adobe Illustrator can be used in the field. Anyone looking to get into the fashion industry. Prepares readers for the competitive job market by teaching them sought after technical skills and contemporary job search strategies.

Customer Reviews:

3 out of 5 stars rendering fashion, fabric and print w/ adobe illustrator.......2007-08-10

the book is not well organized and for an experience designer not of any usage.
Mathematics for 3D Game Programming and Computer Graphics, Second Edition (Game Development Series)
Average customer rating: 4.5 out of 5 stars
  • One of a kind
  • Great book
  • Math majors rejoice
  • Great book on the math needed for 3D games and graphics
  • An Essential Source for Robust 3D Graphics Engine Design
Mathematics for 3D Game Programming and Computer Graphics, Second Edition (Game Development Series)
Eric Lengyel
Manufacturer: Charles River Media
ProductGroup: Book
Binding: Hardcover

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Accessories:
  1. Physics Modeling for Game Programmers Physics Modeling for Game Programmers
  2. Mathematics and Physics for Programmers (Game Development Series) Mathematics and Physics for Programmers (Game Development Series)

ASIN: 1584502770

Book Description

This completely updated second edition illustrates the mathematical concepts that a game programmer would need to develop a professional-quality 3D engine. Although the book is geared toward applications in game development, many of the topics appeal to general interests in 3D graphics. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D game programming such as illumination and visibility determination. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes sections that review the important tools used from these disciplines, such as trigonometric identities, differential equations, and Taylor series.

Customer Reviews:

5 out of 5 stars One of a kind.......2007-03-23


As a professional 3D graphics programmer, I can not stress enough the quality of this book. This book covers 3D math fundamentals, algorithms, and it is complete with easy to understand (!) proofs. The math is difficult because there is so many problems to be solved in 3D (and they draw from many different branches of mathematics), but it is written in such a clear way that every topic is made approachable. Unlike esoteric Ph. D papers, you aren't assumed to have any specific knowledge of math idioms or jargon. You simply need a decent grasp of college calculus and trigonometry to make the most of it. There are a few samples too to test your knowledge.

Expect to spend at least a solid year to really make the use of this book. Treat it as you would a two - three semester course in college. During this process, you'll find yourself occasionally wanting to get more practice and referring to a respective book on it.

If you could only own two books for 3D programming, buy this first and buy Ericson's book on collision detection next.

In summary, Eric Lengyel's attention to detail and mastery of 3D math / algorithms really shines and this book is an example of it.



5 out of 5 stars Great book.......2007-03-08

This book is great for anyone interested in computer graphics. Even for people who do not have a lot of math/graphics experience, this book starts you off with the basics of vectors and matrices and has exercises/solutions for each chapter. It saves you the time of looking through your old linear algebra and differential equation math books and contains the must know information you will use as a graphics programmer.

3 out of 5 stars Math majors rejoice.......2007-03-02

To be honest, while I find this book to be a decent reference, I find it to be pretty inaccessible in terms of sitting down and reading through it in an attempt to learn the concepts. As a non-math major (I'm actually an engineer and software developer) these math concepts are by no means beyond me. But rather than simply being presented with equation after equation, proof after proof, what I find a lot more valuable is more discussion on the usage of these equations. Specifically I'd like to see examples, diagrams, and code, and there is precious little of any of that in this book.

In other words, this book is very much like what you expect to find in a very dry upper devision college math text for the consumption of math majors who are used to such things. But for a non math major just trying to make use of these concepts in order to get the job done and make games? eh, not so much.

Still, I do think this book is useful as a reference when I want to look up an equation as there are a ton of them crammed into this book, but for me, I just don't find this book to be very good as a learning tool.

5 out of 5 stars Great book on the math needed for 3D games and graphics.......2006-11-27

This book illustrates the mathematics that a game programmer would need to develop a professional-quality 3D engine. Although the book is geared toward applications in game development, many of the topics appeal to general interests in 3D graphics. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D game programming such as illumination, visibility determination, and collision detection. Particular attention is given to derivations of key results, ensuring that the reader is not forced to endure gaps in the theory. The book assumes a working knowledge of trigonometry and calculus, but also includes sections that review the important tools used from these disciplines, such as trigonometric identities, differential equations, and Taylor series. This book has plenty of examples and figures, making it much more illustrative than your average math book. I highly recommend it to anyone interested in implementing more advanced mathematics into their games or graphics applications. The following is the table of contents for this second edition:
Chapter 0 The Rendering Pipeline (NEW)
Chapter 1 Vectors
Chapter 2 Matrices
Chapter 3 Transforms
Chapter 4 3D Engine Geometry
Chapter 5 Ray Tracing
Chapter 6 Illumination
Chapter 7 Visibility Determination
Chapter 8 Collision Detection
Chapter 9 Polygonal Techniques
Chapter 10 Shadows (NEW)
Chapter 11 Linear Physics
Chapter 12 Rotational Physics
Chapter 13 Fluid Simulation
Chapter 14 Numerical Methods (NEW)
Chapter 15 Curves and Surfaces (NEW)
Appendix A Complex Numbers
Appendix B Trigonometry Reference
Appendix C Coordinate Systems
Appendix D Taylor Series
Appendix E Answers to Exercises

Note that there are four new chapters in this second edition.

5 out of 5 stars An Essential Source for Robust 3D Graphics Engine Design.......2004-11-21

I have not yet been able to purchase the second edition of this book. However, since it is a refinement of the first edition, I feel that I am somewhat competent to review this later version of Lengyel's text on this knowledge of the fundamental chapters which are included in both editions.

Definitely, the subject of 3D Computer Graphics draws programmers and gamers inward like a bug lamp draws insects inward. The ability to express one's own inspiring representation of the world seems to attract the deepest longings of the subcreative nature of the human person. However, the coder quickly realizes that the realization of this dream is extremely difficult due to the complexities of visualization in nature. Lengyel's text helps to break through many of these complexities.

In order to make sure that the reader is "up to speed" on the essentials in mathematics which are necessary for a 3D engine, Lengyel gives a quick, but thorough, review of Vector and Matrix operations. I was indeed impressed by the amount that he condensed into the beginning of the text. While this is far from a complete treatise on Linear Algebra, this material gives the reader the basics which will be necessary for all the other chapters. This is further augmented by his treatment of 3D geometry, its representations, and calculations relevant to it.
Using this, he treats on various subjects that are extremely important for making a lean, mean, and beautiful rendering machine.

His treatment of transformations gives the reader a base in this knowledge that is independent of the rendering context. This is an excellent approach because knowledge of how something works allows for one to use it more fully. He also goes further in introducing Quaternions and deriving rotations around any arbitrary axis.

The chapter on Ray Tracing gives the necessary background for the work done in the following chapter on illumination. While the latter is often implemented by the graphics environment that the coder is using, the full knowledge of this allows for further application in subjects such as bump mapping (which he treats) as well as reflective surface simulation.

Perhaps the most interesting and important subject covered in the text, however, is the chapter on visibility determination. Since this is critical to the speed of rendering, this topic is central to game engine design. Lengyel works through the various methods for bounding box construction as well as bounding spheres, ellipsoids, and cylinders and then explains how these can be tested against the view frustrum in order to determine if an object should even be rendered. Another chapter on various techniques which can be applied to polygons outlines procedures for reducing the complexity of meshes, without compromising quality.

The remaining chapters touch on collision detection, linear and rotational physics, and fluid simulation. These topics allow for the addion of various levels of realism to be added to 3D engines and are of importance once the rendering environment has been established. Furthermore, his appendices are a nice addition for those times when our memories fail to recall various facts.

And so, I give this book my definite approval. It is hard to come by a text so compact, yet thorough, on the foundations truly needed for 3D Graphics. These mathematical foundations allow for greater things to be explored and should interest any 3D programmer as well as individuals with a general interest in mathematics, especially in the applications of linear algebra and calculus.
Programming a Multiplayer FPS in DirectX (Game Development Series)
Average customer rating: 4.5 out of 5 stars
  • Godd introduction, complete coverage
  • Interesting book; good analysis
  • Useful book, really bad FPS game
  • Man does this book suck!
  • Good but not perfect
Programming a Multiplayer FPS in DirectX (Game Development Series)
Vaughan Young
Manufacturer: Charles River Media
ProductGroup: Book
Binding: Paperback

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ASIN: 1584503637

Book Description

If you have experience with C++ and DirectX and have always wanted to program your own game, this is the book for you. Programming a Multiplayer FPS in DirectX takes you from the basic game design to a fully functioning game! All of the source code, assets, and tools are included- you just work through the tutorial-based chapters and watch the game come to life as you develop it. And as new features are added, you can begin playing with them to see them in action. Following a typical game development process, the book is separated into two distinct parts: Part One focuses on the design and development of the game engine, and Part Two concentrates on putting the game together using the engine. The theory has been kept to a minimum, so that you are following a hands-on approach and adding new functionality to your engine as you proceed. In the first part, you'll learn about the many facets of DirectX, C++, and object-oriented programming. You'll also learn how to design the engine and put the infrastructure into place. The next chapters will each add a new module to your engine including input, scripting, 3D rendering, sound, networking, and scene management. The second part covers the final development stages, including everything from game play to player management; it culminates with the complete multiplayer FPS game. Throughout the book you'll learn key topics that will bring you up to speed with industry proven techniques, while improving your confidence as a developer. And because DirectX is the most prevalent game development tool available, once you master this project, you'll have the skills you need to create a variety of games!

Customer Reviews:

4 out of 5 stars Godd introduction, complete coverage.......2007-09-11

In general I'm very pleased with the book "Programming a multiplayer FPS in directX". It provides a very nice introduction on how to approach the task of building a complex 3d application for user with basic knowledge of C(++) and DirectX. Structured programming is important! It is nice that one has such a concrete result at the end of the book. The only drawback is that it could have a little more in depth treatment of certain areas, but hey, it is already almost 500 pages :)

4 out of 5 stars Interesting book; good analysis.......2007-07-24

At my school we used this book for our networking class. (I had been begging our teacher to show us some directPlay stuff... yes, I'm aware that directPlay is ugh in terms of networking, but, it was a lot better than learning some java networking stuff. At least to me).

This book was an invaluable tool for designing my networking system. I basically gutted this networking system and stacked on some variable size packets that I studied from one of the Lamothe (actual author:Todd Baron ) books. (weird book, guy talks about his exploits in ultimate online for like, almost a chapter before he goes on to explain about how you can hack the networking system for exploits.

This book shows you how to implement a peer to peer network and then treat it like a server/client system. It's an interesting (I chose to just go strictly peer-to-peer in my system) approach. And I read in one of the Game Programming Gems a way to bypass some of the connectivity issues with peer to peer networks.

Regardless, this book is an EXCELLENT study of networking for games. I read the networking chapter probably 20x during our project and it took me quite a while to figure out exactly what he was doing with it. In the end, it's a logical system that works fairly decently.

We didn't use the rest of the code in the book too much. Some of the other people in my class modified the FPS game to do other things (made a shooting gallery, other's made some text based games on the networking code, etc).

The source code is useful and there is an update available for it (his precious linked list had a memory leak in it... he really harps on about it).

If you have never designed a game system before. This book is going to be a tremendous help. It teaches a bit about design patterns without all the unnecessary mumbo-jumbo, and how they directly relate to game programming and how they're useful (helloooo singleton).

The code is in visual studio 6 I believe, and you have to set the default project to the actual project and not the engine to get it to run. Also, if your hardware doesn't support hardware vertex buffers (you have integrated graphics, we had a couple people on the team with this issue) you have to change one of the directX intializers to something else to account for this (can't remember the call now, look at some other directX init calls from somewhere else and you can find it).

He goes into quite a bit of detail about each topic and the basics, and then delves down into the design of each system. It's very methodical and well thought out. AND YOU GET SOMETHING WORKING AT THE END!

Do not get this book if:
You are new to C++(you better have a CRYSTAL clear understanding of pointers and OOP, classes etc).

You are not interested in engine design.

You hate directX, or directPlay.

You hate max; he uses 3dsMax to make the scene files etc.

You are an industry professional that has a basic understanding of how a game engine works. This is definitely a n00b book.

You expect to get your hand completely held at each step. He does skip over some details that are easily discovered if you delve a little into the MSDN or any other online resource.

Get this book if:
You are incredibly interesting in engine design and want to get your feet wet; as well as learn some engine design in the process.

You're interested in any of the systems this book covers ( I can really only attest to the networking system, and that he uses directPlay, which is in sunset mode).

Interested in basic modular programming and looking to expand the code in the book to meet your needs or to experiment with. It is an incredibly useful base to start with.

Are extremely comfortable in c++/directX and are interested in expanding your knowledge and it's applications into games.

Overall, the book was a good purchase and is an excellent stepping stone into engine design. It has been very useful in my future projects since I've used this book in my course work.

4 out of 5 stars Useful book, really bad FPS game.......2007-02-05

I've enjoyed reading this book. It effectively shows you how to write a very basic first person shooter in directx. Well done. It briefly introduces rendering, a simple scripting system, peer-to-peer networking, handling user input, scene management, collision detection, sound effects, and more. Not bad. The code is fine, I had no problems compiling it in VS2005 (check the authors website for the latest code though) and I learned a lot from reading the book and going through the code. In short, I am glad to have bought and read this book and I do recommend it to others.

The book does have some drawbacks though. I feel that the actual game that is built in this book is embarrasingly bad. The networking system, rendering system, user interface, and everything else about it are bare-bones functional, but certainly not good enough that you'd want to encorporate them into your own game. I suppose that the thought is that you should first learn to build a Yugo before you learn to build a Ferrari, but personally I'd rather just learn to build the ferrari right off the bat :) Oh, and why must the graphics suck so badly? I realize that it doesn't necessarily impact the goal of learning the various topics, but seriously, how hard would it have been to at least provide a decent character model, or some decent textures and lighting and so forth?

One last thing. The book assumes a familiarity with C++ and to a lesser extent with Directx, so if you are brand new to either of those, the book will be pretty challenging to follow.

1 out of 5 stars Man does this book suck!.......2006-07-13

This book is terrible! You read through the whole thing, and you don't even learn anything!

I would strongly recommend people not to buy this book.

Otherwise, you just wasted 30 dollars on worthless bs.

4 out of 5 stars Good but not perfect.......2006-07-05

This book gives the reader a good general understanding of how networked gameprogramming works, and also a good bit of information about the internals of a complete game engine. The downside about this book is that it uses mixed hardware/software vertex processing which results in noncompatable programs with my laptop, however, if you change that to only software and recompile every demo then it works greate (A setting in CreateDevice()...), but slow (on my laptop...),, the occlusion checks ain't the best, and the partitioning on load is slow,, slow as in - you cant augment the code for profiling or it will be runnig for more then 15 minutes on a 1.03GHz laptop... ("more then" due to the fact that i aborted it....) and the use of 3DsMAX files as levelmodels... and the occlusions based not on the real environement but on objects placed in the scene.. (invisible...)...

Except the minor none-perfect things this book is GREATE!!! AND a BIG NOTE: The minors noted above ain't to bad,, it just looks like much when it's writen down,, and I think that this book is a good read for everyone,, and I do REALY recomend it... however, i give it 4 of 5 due to the recomile things and the occlusion,,, however, this book ain't about perfekt rendering,, it's about connection a game to the internet :)... and it gives you MORE then plenty :)
DV Filmmaking: From Start to Finish (O'Reilly Digital Studio)
Average customer rating: 5 out of 5 stars
  • conceptos interesantes
  • A basic primer on differences between digital and print mediums
  • A strong reference for digital film making process
  • Great Resource, Great Job!
  • A great book that gave me the answer !
DV Filmmaking: From Start to Finish (O'Reilly Digital Studio)
Ian Aronson
Manufacturer: O'Reilly Media, Inc.
ProductGroup: Book
Binding: Paperback

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ASIN: 0596008481

Book Description

Thanks to the digital revolution, film artists now have a spectacular array of powerful, new, inexpensive tools for creative expression through digital film. The once powerful studios can no longer stifle an artist's creativity. With the power of the Internet, film artists are finding once unimaginable ways to distribute their creations worldwide.

DV Filmmaking: From Start to Finish covers all aspects of the new digital video frontier, for amateurs and professionals alike--from the nuts and bolts of timecode and aspect ratio; to framing, lighting, and sound recording; as well as editing, special effects creation, and distribution.

The book is written for filmmakers at varying experience levels--taking an integrated approach to media production, and emphasizing the ways different aspects of the process work together to create a vital work of digital art:

Written in an engaging, accessible style, DV Filmmaking provides a solid foundation of tremendous value to a beginner, while addressing the fine points of filmmaking with a level of sophistication, detail, and insight that even the most worldly director or educator can appreciate. The author draws upon his years of experience teaching at the college and graduate level, his extensive professional background as a media producer, and his unmistakable love of cinema to create a text that's not only easy to learn from, but also fun to read.

Customer Reviews:

4 out of 5 stars conceptos interesantes.......2007-09-02

este es un libro que explica de manera didáctica ,todos los procesos que tiene una producción audiovisual.
Muy bien ilustrado, con ejemplos que ayudan al nuevo realizador audiovisual a enfrentar sus primeras producciones de una forma segura, buscando que éste no cometa errores que luego pueden demeritar su trabajo.
La única crítica que tengo para hacer de esta obra, es que los ejemplos de montaje los realizan en programa específicos , como Final Cut, algo que de alguna manera deja sin posibilidades a aquellos que manejamos plataformas de edición diferentes.

5 out of 5 stars A basic primer on differences between digital and print mediums.......2006-09-08

DV Filmmaking From Start To Finish by Ian David Aronson's will reach both amateur and professional digital video users with a basic primer on differences between digital and print mediums. Familiarity with Final Cut Pro or Adobe After Effects, the two programs used here, will aid in understanding DV applications in either PC or Mac formats, while the author's background as a teacher of digital media lends a logical progression to his tips and practical applied examples.

5 out of 5 stars A strong reference for digital film making process.......2006-08-13

DV Filmmaking for Ian David Aronson gives you in 18 chapter a coverage for the production, post-production and distribution process of the digital film making.
The book starts with basic digital Cinematography principles. It covers he process stages such as composing shoots, lighting, shooting, working with cameras, audio, still images and titles.
This book doesn't give you a specific software tutorial, but if you are working learning with video production and video editing program, you should get a background about the whole film making process. However, this book gives you a strong background in this industry. I find this book useful for animators, multimedia designers and creative directors.

The two appendixes in the end of the book gives you a tips about getting your work in various media and selling your products.

5 out of 5 stars Great Resource, Great Job!.......2006-07-04

DV Filmmaking- Start To Finish has been a great resource for my own first feature film Hot Rod Girls Save The World.
I had checked DV Filmmaking out from the Seattle Public Library last week, now I must buy one for my personal library. I find myself refering to it again and again.
Great Job!
D.A. Sebasstian
Go-Kustom Rekords & Films

5 out of 5 stars A great book that gave me the answer !.......2006-06-22

A great book!
"DV Filmmaking" is an excellent book for anyone who wants to go beyond the basics of digital video.

I recently completed a video-based project for my M.A. thesis, and used this book as my guide. Each time I encountered problems, this book gave me the answer. For example, after I shot, I noticed some severe lighting trouble in a few very important interviews and I started to panic because I didn't have enough time to shoot them again. I had more than three hours of interview footage that looked pale, shady, and just plain depressing. Frustrated, I opened this book. The solution was there, in the section on color correction!!! I could fix my footage so that it was not only usable but looked really good.

I also relied on the section on compression and encoding to make
professional quality video for the Internet (something I would not have been able to do otherwise).

This book covers all aspects of the video production process, from planning, to production, and distribution. I'd like to
recommend it to anyone who is new to the world of digital video, as well as people who want to take their work beyond the level of
point-and-shoot to make something really creative.
Massively Multiplayer Game Development (Game Development Series)
Average customer rating: 4.5 out of 5 stars
  • Told me what I wanted
  • MMO encyclopedia
  • interesting read
  • A thoughtful compendium of wisdom
  • Very good for game developers
Massively Multiplayer Game Development (Game Development Series)
Thor Alexander
Manufacturer: Charles River Media
ProductGroup: Book
Binding: Hardcover

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ASIN: 1584502436

Book Description

Massively Multiplayer (MMP) game development is one of the fastest growing areas in the game market. With the first MMP releases, the genre took off with amazing speed, and as its popularity continues to soar, so do the many challenges, internationalization, customer support, hacking, and technological advancements. To keep up with these challenges, developers need to implement the best tools and techniques available. Massively Multiplayer Game Development provides these solutions. This comprehensive, insightful collection of articles is written by some of the industry's best MMP developers, and provides a wealth of unique knowledge acquired while working in the MMP trenches. Details on database techniques and game systems are also included. Unlike many programming books, Massively Multiplayer Game Development is intended to appeal to the entire team: programmers will find a multitude of technical ideas, and designers and producers will benefit from the detailed information on design, architecture, and customer support.

Customer Reviews:

5 out of 5 stars Told me what I wanted.......2007-03-31

PLEASE NOTE THAT THIS IS THE SAME REVIEW AS THE SEQUELS BOOK, THAT IS BECAUSE I CONSIDER THEM TO BE EQUALLY AS GOOD AS EACH OTHER.
DON'T BUY ONE BOOK, GET THEM BOTH.

As a games programmer I wanted to branch out into a MMG and this book was one of 4 that taught me everything I wanted to know.

This book is split into 3 main sections; each section has several chapters about differant aspects of the MMP's. If you have any interest in MMP games you cannot help but to find most chapters helpful.
I will admit that some chapters bored me and I skipped them, but the amount of helpful chapters there were more than made up for it.

Each chapter has been written by a differant person and quick searches on google makes you realise that these people really do not their particular areas of expertise.

James

5 out of 5 stars MMO encyclopedia.......2006-02-20

Thos book is a collection of wisdom, aimed to provide an overall view of what you need to consider to write your own MMO. There is no code and the articles do not go too deep, which is not a bad thing, because they provide easy to understand contents. So before writing any code, read a related article, avoid pitfalls and only then start writing. I have been reading this book for several months, over and over and I still love it. There is no need to read the articles in any particular order and each reading session can be as short as 30 min. and still provide good knowledge to you. This book is a must have on your bookshelf if you are serious about MMO games and use other people's knowledge to shorten you own development cycle. I like it so much, I just bought the 2nd edition, which looks very promising, too. And dear author(s), if you write a book with a framework, I'll buy that one, too, without any doubt.

4 out of 5 stars interesting read.......2005-10-04

This book is very interesting to read, since it covers a broad range of information about Multiplayer Gaming. But you shouldn't expect every MM secret to be lighted up in this one book. It is a book with dozends of chapters about many aspects of MM gaming, so it is a good starting point to enter the topic and get a broader knowledge of what MM games are and what aspects you have to think about. In my opinion, you will need more books in addition to this (such as the gem series or MM2).

4 out of 5 stars A thoughtful compendium of wisdom.......2005-03-11

A fascinating book that compiles an array of essays by professionals in today's MMO industry. Each chapter brings something new and unique to consider: from the database to the game engine, costumer service to the network protocols, AI factions to interface design. However, some of the topics are so broad and complex the authors really have no chance of leaving you with a sense of satisfaction when their time is up- moving from topic to topic each chapter, you often feel the essays are left open and incomplete. Even so, the issues discussed are very important to consider, and rarely have I seen them covered in other books on the subject. Definitely an interesting read.

4 out of 5 stars Very good for game developers.......2003-09-03

This is a very good book for experienced game developers.

If you are looking though, for a an intro text, this is not it. This is for serious programmers.

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