• “十二五”高等学校动漫游戏专业设计丛书:游戏英语教程
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“十二五”高等学校动漫游戏专业设计丛书:游戏英语教程

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14 4.2折 33 八五品

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作者房晓溪 编

出版社中国铁道出版社

出版时间2013-01

版次1

装帧平装

上书时间2023-11-29

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品相描述:八五品
图书标准信息
  • 作者 房晓溪 编
  • 出版社 中国铁道出版社
  • 出版时间 2013-01
  • 版次 1
  • ISBN 9787113159702
  • 定价 33.00元
  • 装帧 平装
  • 开本 16开
  • 纸张 胶版纸
  • 页数 209页
  • 正文语种 简体中文
【内容简介】
  游戏产业和相关游戏教育行业越来越呈现跨国界的特点,从游戏策划到3D游戏设计和开发,国际交流越来越广泛。《“十二五”高等学校动漫游戏专业设计丛书:游戏英语教程》用5个部分32章的内容全面展示了国内外经典游戏案例并且论述了游戏的策划、美术设计、程序设计及运营全部过程的理论和实践。读者可以领略到原汁原味的国际国内经典游戏的特色及其共有的规律,可以极大地提高读者设计和制作游戏的能力。
  《“十二五”高等学校动漫游戏专业设计丛书:游戏英语教程》适合作为高等学校动漫游戏专业学生的教材,也可作为动漫游戏爱好者的参考用书。
【目录】
PARTⅠINTRODUCTION
Chapter1WhatIsGame
1.1DecisionMaking
1.2Goals
1.3Opposition
1.4ManagingResources
1.5GameTokens
1.6Information
Chapter2GameSpy's7MostInfluentialPeopleinGaming
2.lEdFries(Microsoft)
2.2AlexeyPajitnov(Microsoft)
2.3GabeNewell(ValveSoftware)
2.4JohnRomero(Monkcystone)
2.5JohnCarmack(IDSoftware)
2.6SidMeier(FiraxisGames)
2.7ShigeruMiyamoto
Chapter3TheTypeofGame
3.1TheTypeofGameDesign
3.2SportsGames
3.3FightingGames
3.4PuzzleGames
3.5Real-timeStrategyGames
3.6Role-playingGames
3.7First-personandThird-personActionGames
3.8Simulations
Chapter4FundamentalsofComputers
4.1CathodeRayTubeTechnology
4.2ImageProperties

PARTⅡMACHINATE
Chapter5TheBase
5.1StartingPoints
5.2EstablishingFocus
5.3PlayerCharacterConcepts
5.4TypesofPropsandTheirUse
5.5TypesofItems/Power-upsandPlacement
Chapter6Level
6.1PlanningandBuilding
6.2AvoidingCommonLevelMistakes
6.3TheProcess
6.4LevelSeparation
Chapter7SeripUng
7.1ScriptinginGames
7.2ScriptingTechnologyChoices
7.3UsingTrigger
Chapter8Documents
8.1TheNecessaryofGameDevelopmentDocuments
8.2TheWritingStyle
8.3StoryBible
8.4TheSections
8.5InauspiciousDesignDocuments

PARTⅢART
Chapter9Cartoon-lookingRenderingof3Dscenes
9.1Introduction
9.2Algorithm
PARTⅥPROGRAM
Chapter103DMath
10.11DMathematics
10.2Vector--AGeometricDefinition
10.3TransforminganObjectvs.TransformingtheCoordinateSpace
10.4WhatIsOrientation
Chapter11WhatLanguageDoIuse
11.1C
11.2C++
11.3ShouldILearnC++,orShouldIStartwithC
11.4Assembly
11.5Pascal
11.6VisualBasic
11.7Java
11.8Tools
11.9Conclusion
Chapter12BasicConceptsinDirectPlay
12.1Introduction
12.2CreatingandManagingSessions
12.3DirectPlayNetworkCommunication
12.4CommunicatingwithDirectPlayObjects
12.5DirectPlayLobbySupport
Chapter13Client/ServerSessions
13.1Introduction
13.2InitiatingaClient/ServerSession
13.3SelectingaServiceProviderforaClient
13.4SelectingaClient/ServerHost
13.5ConnectingtoaClient/ServerSession
13.6ManagingaClient/ServerSession
13.7NormalClient/ServerGamePlay
13.8LeavingaClient/ServerSession
13.9TerminatingaClient/ServerSession
Chapter14DirectPlayLobby
14.1Introduction
14.2DirectPlayLobbyArchitecture
14.3LobbyServers
14.4LobbyClients
14.5LobbyableApplications
14.6LaunchingaLobbyableApplication
Chapter15DirectPlayCallbackFunctionsandMultithreadingIssues
15.1Introduction
15.2DirectPlayDoWorkMode
15.3DirectPlayThreadPool
15.4DirectPlayNetworkingCallbacks
Chapter16EngineSolutionsandtheUnrealEngine
Chapter17Direct3DOverview
17.1Introduction
17.2TheREFDevice
17.3D3DDEVTYPE
Chapter18ModelRepresentation
18.1Introduction
18.2VertexFormats
18.3Triangles
18.4Indices
Chapter19Vertex/IndexBuffers
Chapter20BitmapFonts
Chapter21YourFirstPolygon
Chapter22Blending
22.1TheBlendingEquation
22.2BlendinginOpenGL
22.3Note
22.4AlphafromTextureMap
Chapter23AdvancedCollisionDetectionTechniques
Chapter24CollisionDetectionandParticleInteraction
24.1Introduction
24.2AQuickOverview
24.3AnExample
24.4BlockStructure
24.5NotesonBlockMaps
Chapter25WuAnti-aliasedLines
25.1HowDoesItWork
25.2WhatWouldtheUltimateAlgorithmBe
25.3AMoreSensibleAlgorithm
25.4DrawingtheEndPoints
25.5SpecialCases
Chapter26Real-timeDynamicLevelofDetailTerrainRenderingwithROAM.
26.1TriangleFanning
26.2GeoMorphing
26.3FrameCoherence
26.4SupportingLargerTopologies
Chapter27FastComputationofTerrainShadowMaps
27.1Introduction
27.2AlgorithmDescription
27.3AlgorithmImplementation
27.4Lightmapping
27.5ColorComponent
Chapter28Quacltrees

PARTⅤMOBILEPHONEMARKET
Chapter29CellphonesandWirelessGaming
29.1Introduction
29.2CaseStudyComments
Chapter30J2ME
30.1DevelopmentConsiderations
30.2TheKindsofGames
30.3MultiplayCellphoneGaming
Chapter31CareerChoices
31.1Introduction
31.2GameProgrammingasaCareerChoice
31.3GameArtist.asaCareerChoice
31.4GameDesignerasaCareerChoice
31.5ProductionasaCareerChoice
31.6AudioComposerandEngineerasaCareerChoice
31.7QAasaCareerChoice
Chapter32CareerGuidelineWorksheet
32.1IfYouWanttoExploreProduction
32.2IfYouWanttoExploreGameArtConstruction
32.3IfYouWanttoExploreGameProgramming
32.4IfYouWanttoExploreQualityAssurance
32.5IfYouWanttoExploreGameAudio
32.6IfYouWanttoExploreBusinessRelationsorMarketing
Glossary
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