Start creating your own 3D computer games! This book shows you how to use Conitec's 3D GameStudio software to create game levels and add textures, lights, players, and more to your games.
This book is a visual tutorial with over 100 full color screen shots to teach you the basics of creating a 3D game with Conitec's 3D gamestudio software, Version 7. This book covers how to use 3D gamestudio's World Editor. Some of the topics include: learning key tools, creating rooms, adjoining rooms, learning about entities and primitives, adding players, and creating textures. This book is for beginners who are new to Conitec's 3D gamestudio software. Illustrations guide you through each lesson. Learn this popular game creation software and start developing 3D games.
If you're a video game enthusiast, then you've probably thought more than once about creating your own games. Now you can develop your own 3D games using 3D GameStudio! The Official Guide to 3D GameStudio will help you develop the skills you need to create a variety of games, including first-person shooter and fantasy role-playing. Learn how to make a game from start to finish using the most readily found tools in the industry. You'll cover the fundamentals of character animation, level building, and programming various effects. You'll even get tips on the game industry as a whole, including how video games are made, what job opportunities exist, and how you can break into the industry. Whether you want to make games for your own enjoyment or to build your career portfolio, this all-in-one guide covers everything you need to know to make amazing 3D games!
A book/CD-ROM package on computer game design, featuring interviews with 13 designers, writers, and other experts in the industry. Walks through steps needed to get ideas on paper, and offers an insider's view on how games come together. Overviews different interactive writing and design software programs, and discusses the newest game technology and what the future holds for both console and computer gaming systems. The author is a computer game designer. The CD-ROM contains demo versions of games and software. Annotation copyrighted by Book News, Inc., Portland, OR
The explosion of interactive multimedia cartography products, on online, has generated an immense interest in developing methodologies that best exploit both the technology and the distribution capabilities of multimedia mapping. From a discussion of theoretical elements of multimedia cartography, to chapters on specific products and production tools, to an analysis of future technologies and applications, this is a comprehensive and absorbing exploration of a fast-moving field.
Technological Developments in Education and Automation includes set of rigorously reviewed world-class manuscripts dealing with the increasing role of technology in daily lives including education and industrial automation Technological Developments in Education and Automation contains papers presented at the International Conference on Industrial Electronics, Technology & Automation and the International Conference on Engineering Education, Instructional Technology, Assessment, and E-learning which were part of the International Joint Conferences on Computer, Information and Systems Sciences and Engineering
This book constitutes the refereed proceedings of the Second International Conference on E-learning and Games, Edutainment 2007, held in Hong Kong, China, in June 2007. It covers virtual and augmented reality in game and education, virtual characters in games and education, e-learning platforms and tools, geometry in games and virtual reality, vision, imaging and video technology, as well as collaborative and distributed environments.
Annotation. This book constitutes the refereed proceedings of the 5th International Workshop on Haptic and Audio Interaction Design, HAID 2010 held in Copenhagen, Denmark, in September 2010. The 21 revised full papers presented were carefully reviewed and selected for inclusion in the book. The papers are organized in topical sections on multimodal integration, tactile and sonic explorations, walking and navigation interfaces, prototype design and evaluation, and gestures and emotions.