Xem 1-20 trên 90 kết quả Games modeling
  • From one of the world?s foremost game designers comes a?book that contains a collection of newly-designed and field-tested games. Steve Sugar shows how, with practice and learning reinforcement, these dynamic games can enhance individual and team development in the areas of prioritizing, problem solving, decision-making, communication, and collaboration. A valuable Game-to-Outcome chart helps facilitators match the appropriate game to the desired learning outcome and intended audience.

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  • Modern 3-dimensional games model the game world with 3-dimensional objects. They use the 3-dimensional graphics hardware to render such scenes. Given a viewpoint, that is, the position from which the player inspects the game world, the hardware creates the correct image taking into account aspects like lighting, hidden surface removal (objects behind other objects cannot be seen and should not be drawn) and atmospheric effects. With the current hardware this can lead to spectacular experiences but there is a price to pay for this.

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  • All the code examples in this book are coded as Java applets so that they can be used with Java-enabled Web browsers and published on the Web. At the time of this writing, the current release of Java is release 1.1.5 with version 1.2 just appearing as a developer release. Java versions 1.1 and later add many new features, such as a completely new event model, but many Web browsers have yet to fully incorporate these new features. Therefore, the applets in this book are coded to be compatible with the earlier Java 1.0.2 standard so that they work with the widest variety of web browser....

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  • This book focuses on how to create game art properly for a game engine, as well as how to export that art to the engine and make script changes so that the art becomes a viable part of the game. Although many of the processes and techniques will apply to specific modeling, texturing, animation, and game software solutions, this book will use 3ds Max release 8 to generate models and animations, and the Torque Game Engine for the game-side examples.

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  • This book shows how to build complete 2D and 3D games with all essential components from scratch; shapes, image effects, animation, 3D model creation and use, graphics math, collision detection, 3D audio, split-screen, and networked games. All code examples are presented in an easy-to-follow, step-by-step format. This book targets development for the PC and Xbox 360 and introduces development for the Zune.

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  • Beginning Blender covers the Blender 2.5 release in-depth. The book starts with the creation of simple figures using basic modeling and sculpting. It then teaches you how to bridge from modeling to animation, and from scene setup to texture creation and rendering, lighting, rigging, and ultimately, full animation. You will create and mix your own movie scenes, and you will even learn the basics of games logic and how to deal with games physics.

    pdf449p hoa_can 29-01-2013 56 19   Download

  • Learn the structure of a 3D world and how to implement a variety of 3D techniques including terrain generation and 3D model rendering. Build three different types of 3D games step-by-step, including a first-person maze game, a battlefield tank game, and a 3D sidescrolling action game on the surface of Mars. Learn to utilize High Level Shader Language (HLSL) to add lighting and multi-texturing effects to your 3D scenes.

    pdf322p hoa_can 28-01-2013 49 17   Download

  • In this course on game theory, we will be studying a range of mathematical models of con°ict and cooperation between two or more agents. The course will attempt an overview of a broad range of models that are studied in game theory, and that have found application in, for example, economics and evolutionary biology. In this Introduction, we outline the content of this course, often giving examples.

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  • We are living in a computer-based world. Computer use in various fields has long ceased to be fashionable and has become almost a necessity. Since the early phases of design to the final implementation of a product, the computer has replaced traditional tools, providing efficient and elegant instruments. We can say, without fear of being wrong, that the strides that mankind has taken in recent decades is due largely to computer assistance.

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  • Pro Excel Financial Modeling: Building Models for Technology Startups Copyright © 2009 by Tom Y. Sawyer All rights reserved. No part of this work may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system, without the prior written permission of the copyright owner and the publisher. ISBN-13 (pbk): 978-1-4302-1898-2 ISBN-13 (electronic): 978-1-4302-1899-9 Printed and bound in the United States of America 9 8 7 6 5 4 3 2 1 Trademarked names may appear in this book.

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  • Dynamic Games are mathematical models of the interaction between different agents who are controlling a dynamical system. Such situations occur in many instances like armed conflicts (e.g. duel between a bomber and a jet fighter), economic competition (e.g. investments in R&D for computer companies), parlor games (Chess, Bridge).

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  • This book is designed as a step-by-step tutorial that can be read through from beginning to end, with each chapter building on the last. Each section, however, can also be used as a reference for implementing various camera models, special effects, etc. The chapters are filled with illustrations, screenshots, and example code, and each chapter is based around the creation of one or more example projects.

    pdf292p trasua_123 03-01-2013 38 7   Download

  • Chip Firing Games on (directed) graph are widely used in theoretical computer science and many other sciences. In this model, chips are fired from one vertex to all of its neighbors at the same time. The purpose of our paper is to study an extended version of this model, the Conflicting Chip Firing Game, by considering that chips can be fired from one vertex to one of its neighbors at each time. Our main results are obtained when the support graph of this game is a rooted tree. we show

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  • Frolog is a text-adventure game whose goal is to serve as a laboratory for testing pragmatic theories of accommodation. To this end, rather than implementing ad-hoc mechanisms for each task that is necessary in such a conversational agent, Frolog integrates recently developed tools from computational linguistics, theorem proving and artificial intelligence planning.

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  • It is an open question as to whether or not models, simulations, and games (MSGs) are being used by policymakers.On the one hand, it may be argued, these techniques are being used extensively:the quantity of activity is considerable.On the other hand, close inspection of much of this activity reveals a divergence of purpose between those who build and those who use MSGs having a policy-assisting i......

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  • We present a game-theoretic model of bargaining over a metaphor in the context of political communication, find its equilibrium, and use it to rationalize observed linguistic behavior. We argue that game theory is well suited for modeling discourse as a dynamic resulting from a number of conflicting pressures, and suggest applications of interest to computational linguists.

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  • Operations and industrial modeling and management have a long history dating back to the first Industrial Revolution. Scheduling, inventory control, production planning, projects management, control charts, statistical records, customer satisfaction questionnaires, rankings and benchmarking. are some of the tools used for the purpose of better managing operations and services.

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  • Game applications typically employ a single thread to run the game. This thread executes a main loop that repeatedly checks for user input, implements logic to update the state of the game, and then updates the user interface to reflect the new state. Unlike Canvas, the GameCanvas class provides methods that directly support this programming model.

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  • J2ME Game Programming takes the reader from the birth of the game idea, through the hours of fun programming it, and then finally through the quest of getting the new game published.

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  • It was at an art workshop organized by ConceptArt.org (a forumthat promotes, develops, and showcases concept art for illustra-tion, lm, and game production), when I saw artists like AndrewJones demonstrate the amazing ability to create lifelike charac-ters straight from their imaginations, that I began to question mylack of traditional art training.

    pdf26p hoamihothay 10-12-2012 81 20   Download

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