Introduction to 3D Game Programming with DirectX 11

Introduction to 3D Game Programming with DirectX 11

Author: Frank Luna

Publisher: Mercury Learning and Information

Published: 2012-03-15

Total Pages: 1029

ISBN-13: 1937585964

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This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It includes new Direct3D 11 features such as hardware tessellation, the compute shader, dynamic shader linkage and covers advanced rendering techniques such as screen-space ambient occlusion, level-of-detail handling, cascading shadow maps, volume rendering, and character animation. Includes a companion CD-ROM with code and figures. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected].


Practical Rendering and Computation with Direct3D 11

Practical Rendering and Computation with Direct3D 11

Author: Jason Zink

Publisher: CRC Press

Published: 2016-04-19

Total Pages: 649

ISBN-13: 1439869766

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Direct3D 11 offers such a wealth of capabilities that users can sometimes get lost in the details of specific APIs and their implementation. While there is a great deal of low-level information available about how each API function should be used, there is little documentation that shows how best to leverage these capabilities. Written by active me


Inside Direct3D

Inside Direct3D

Author: Peter J. Kovach

Publisher:

Published: 2000

Total Pages: 468

ISBN-13: 9780735606135

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Kovach provides an ideal tutorial to the Direct3D APIs and shows how to use them in real gaming applications, with an emphasis on best performance practices. The author shows how to add 3D effects to any application's UI quickly, and demonstrates how to get great performance and impact from the investment.


Power Without Persuasion

Power Without Persuasion

Author: William G. Howell

Publisher: Princeton University Press

Published: 2003-07-28

Total Pages: 262

ISBN-13: 0691102708

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Since the early 1960s, scholarly thinking on the power of U.S. presidents has rested on these words: "Presidential power is the power to persuade." Power, in this formulation, is strictly about bargaining and convincing other political actors to do things the president cannot accomplish alone. Power without Persuasion argues otherwise. Focusing on presidents' ability to act unilaterally, William Howell provides the most theoretically substantial and far-reaching reevaluation of presidential power in many years. He argues that presidents regularly set public policies over vocal objections by Congress, interest groups, and the bureaucracy. Throughout U.S. history, going back to the Louisiana Purchase and the Emancipation Proclamation, presidents have set landmark policies on their own. More recently, Roosevelt interned Japanese Americans during World War II, Kennedy established the Peace Corps, Johnson got affirmative action underway, Reagan greatly expanded the president's powers of regulatory review, and Clinton extended protections to millions of acres of public lands. Since September 11, Bush has created a new cabinet post and constructed a parallel judicial system to try suspected terrorists. Howell not only presents numerous new empirical findings but goes well beyond the theoretical scope of previous studies. Drawing richly on game theory and the new institutionalism, he examines the political conditions under which presidents can change policy without congressional or judicial consent. Clearly written, Power without Persuasion asserts a compelling new formulation of presidential power, one whose implications will resound.


The Synthesis Effect

The Synthesis Effect

Author: John McGrail

Publisher: Red Wheel/Weiser

Published: 2012-03-22

Total Pages: 240

ISBN-13: 1601636121

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For far too many of us, modern life is a struggle. We are stressed, depressed, anxious, addicted, obese, terrified, and angry. Are we doomed to live this way? Dr. John McGrail answers with an emphatic: “No. Anyone and everyone can create the life of their dreams.” In The Synthesis Effect he shows you how, sharing his unique process in an engaging, friendly narrative that includes stories of real people overcoming real issues and empowering their lives quickly and profoundly. The Synthesis Effect will show you: How you became you—your personality, values, feelings, habits, beliefs, and behaviors—how you create your own reality, and why it’s so difficult to change it. That you already have everything you need within you to change and transform your life, and how to use the models, tools, techniques, and exercises of Synthesis to do so. How to reach “practical enlightenment,” living your life virtually free of suffering...and how to pass it on to others. The Synthesis Effect provides simple, powerful, and clinically proven techniques for creating personal change and transformation while outlining a realistic roadmap to help us rediscover our power, save ourselves, and save our planet.


DirectX? 3D Graphics Programming Bible

DirectX? 3D Graphics Programming Bible

Author: Julio Sanchez

Publisher: Wiley

Published: 2000-06-12

Total Pages: 812

ISBN-13: 9780764546334

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Microsoft DirectX 7 gives you the APIs you need to create cutting-edge Windows 3D games and simulations using C or C++. With helpful tutorials, plenty of illustrations, and a minimum of math, this unique guide shows you how to master these APIs and take your graphics programming to the next level, whether you're an animation beginner or a veteran game developer.


GPU Gems 3

GPU Gems 3

Author: Hubert Nguyen

Publisher: Addison-Wesley Professional

Published: 2008

Total Pages: 942

ISBN-13: 9780321515261

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Still more useful techniques, tips, and tricks for harnessing the power of the new generation of powerful GPUs.


Game Coding Complete

Game Coding Complete

Author: Mike McShaffry

Publisher:

Published: 2005

Total Pages: 0

ISBN-13: 9781932111910

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Game Coding Complete, Second Edition is the essential hands-on guide to developing commercial quality games written by master game programmer, Mike McSahffry. This must-have second edition has been expanded from the bestselling first edition to include the absolute latest in exciting new techniques in game interface design programming, game audio programming, game scripting, 3D programming, network game programming and gam engine technology. All of the code in the book has been completely updated to work with all of the latest compiler technology.


Introduction to 3D Game Programming with DirectX 12

Introduction to 3D Game Programming with DirectX 12

Author: Frank Luna

Publisher: Mercury Learning and Information

Published: 2016-04-19

Total Pages: 1226

ISBN-13: 1944534555

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This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It shows how to use new Direct12 features such as command lists, pipeline state objects, descriptor heaps and tables, and explicit resource management to reduce CPU overhead and increase scalability across multiple CPU cores. The book covers modern special effects and techniques such as hardware tessellation, writing compute shaders, ambient occlusion, reflections, normal and displacement mapping, shadow rendering, and character animation. Includes a companion DVD with code and figures. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected]. FEATURES: • Provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12 • Uses new Direct3D 12 features to reduce CPU overhead and take advantage of multiple CPU cores • Contains detailed explanations of popular real-time game effects • Includes a DVD with source code and all the images (including 4-color) from the book • Learn advance rendering techniques such as ambient occlusion, real-time reflections, normal and displacement mapping, shadow rendering, programming the geometry shader, and character animation • Covers a mathematics review and 3D rendering fundamentals such as lighting, texturing, blending and stenciling • Use the end-of-chapter exercises to test understanding and provide experience with DirectX 12