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March 26, 2008

Dreamweaver MX Developer Certification Study Guide


Book Description
The only classroom-based training and self-assessment system! Osborne's Dreamweaver Developer Certification Study Guide provides 100% complete coverage of all objectives for this challenging exam. Based on 300,000+ hours of IT training experience, the book contains hundreds of practice exam questions and hands-on exercises. The CD-ROM features full practice exam software with interactive tutorials and site building labs.

Book Info
Provides complete coverage of all objectives for the Dreamweaver MX Certification Exam. Included are hundreds of practice exam questions and hands-on exercises. Softcover. CD-ROM included.



Product Details
  • Paperback: 639 pages
  • Publisher: McGraw-Hill/Osborne Media; 1st edition (September 16, 2002)
  • Language: English
Link : http://rapidshare.com/files/102521517/dreamweaver_20MX_20developer_20ertification.zip

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Dreamweaver MX Weekend Crash Course


Review
"strength is it's rigid structure" (MacFormat, December 2002)

Book Description
* Updated coverage of the new version: Enhanced and detailed coverage of all the newest features in Dreamweaver over the span of a weekend.
* Series features: Easy to follow 30-minute sessions make learning Dreamweaver simple and fast! Each session is designed to take 30 minutes to complete, so the Crash Course is an intense 15-hour learning period beginning on Friday evening and ending on Sunday afternoon.
ABOUT THE CD-ROM:
CD includes self-assessment software so readers can test their knowledge of ActionScript, plus author source code and examples.

See all Editorial Reviews

Product Details
  • Paperback: 400 pages
  • Publisher: Wiley; Pap/Cdr edition (June 15, 2002)
  • Language: English
Link : http://rapidshare.com/files/102521512/dreamweaver_20mx_20weekend_20crash_20course.pdf

Password : http://multimediaebook.blogspot.com

Wireless Game Development in C/C++ with Brew


Designed for game programmers interested in developing mobile phone applications, Wireless Game Development in C/C++ with BREW™ uses QUALCOMM®’s BREW development environment to illustrate a variety of techniques in the field of wireless phone games. From the basics of the BREW SDK™ and bitmap graphics to wireless networking and applet distribution, this book takes you through the fundamentals of the API, including graphics, sound, and input, and brings it all together with a complete example of a working game.

  • Capitalize on the popularity of programmable mobile phones by developing your own game.
  • Explore how to use the BREW SDK™ to apply existing game development techniques to mobile gaming.
  • Discover how to incorporate text, menus, and dialogs into a graphical user interface.
  • Understand the process for having your application receive the TRUE BREW™ designation.
  • Learn various techniques for optimizing your code.
  • The companion files can be downloaded from www.wordware.com/brew. These include all the source code, the Mappy tile map editor, and a demo of Cosmigo Pro Motion.



Link : http://rapidshare.com/files/102521568/wordware_20publishing_20-_20wireless_20game_20development_20in_20c_cpp_20with_20brew.chm

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Adobe Photoshop CS 10 steps Or Less


Book Description
If you are looking to create exciting Web graphics and need to define and edit images quickly and easily, then this book is for you–whether you’re new to Adobe’s latest graphics editing software or you need a refresher on Photoshop’s wide range of resources. Open the book and you’ll discover clear, easy-to-follow instructions for more than 250 key Photoshop tasks, each presented in ten quick steps–or less. Easy - to - navigate pages, lots of screen shots, and to-the-point directions guide you through every common (and not so common) Photoshop challenge–and help you get more done in less time.
  • Each solution is ten steps–or less–to help you get the job done fast
  • Self-contained two-page spreads deliver the answers you need–without flipping pages
  • A no-fluff approach focuses on helping you achieve results
  • A resource packed with useful and fun ways to get the most out of Photoshop cs
  • Make it simple and get productive fast! – find full-color images and links to resources, downloads, and companion and plug-in software on this book's Web site


From the Back Cover
If you are looking to create exciting Web graphics and need to define and edit images quickly and easily, then this book is for you--whether you’re new to Adobe’s latest graphics editing software or you need a refresher on Photoshop’s wide range of resources. Open the book and you’ll discover clear, easy-to-follow instructions for more than 250 key Photoshop tasks, each presented in ten quick steps--or less. Easy - to - navigate pages, lots of screen shots, and to-the-point directions guide you through every common (and not so common) Photoshop challenge--and help you get more done in less time.
  • Each solution is ten steps--or less--to help you get the job done fast
  • Self-contained two-page spreads deliver the answers you need--without flipping pages
  • A no-fluff approach focuses on helping you achieve results
  • A resource packed with useful and fun ways to get the most out of Photoshop cs
  • Make it simple and get productive fast! -- find full-color images and links to resources, downloads, and companion and plug-in software on this book's Web site



Product Details
  • Paperback: 648 pages
  • Publisher: Wiley; 1 edition (January 5, 2004)
  • Language: English
Link: http://rapidshare.com/files/102521608/john_20wiley_20__20sons_20-_20adobe_20photoshop_20cs_20in_2010_20simple_20steps_20or_20less.pdf

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Adobe Illustrator CS for Dummies


Editorial Reviews
Book Description
Includes companion Web site with bonus chapters and more!

Here’s how to make friends with the top graphics software for both Mac® and Windows®

So you thought Illustrator should really be called "Intimidator"? Not so! Let this book draw you a map through the jungle of pages, paths, pixels, and Pen tools, and before you know it, you’ll have your creations in print, on the Web, or even on a PDA. Then, just smile mysteriously when folks say "Wow!"

The Dummies Way

  • Explanations in plain English
  • "Get in, get out" information
  • Icons and other navigational aids
  • Tear-out cheat sheet
  • Top ten lists
  • A dash of humor and fun


Book Info
Covers the latest updates to Adobe Illustrator, including Web graphic tools and new effects you can apply to your images. Softcover. --This text refers to an out of print or unavailable edition of this title.



Product Details
  • Paperback: 408 pages
  • Publisher: For Dummies; First edition (October 13, 2003)
  • Language: English
Link : http://rapidshare.com/files/102521651/john_20wiley_20__20sons_20-_20adobe_20illustrator_20cs_20for_20dummies.chm

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Dreamweaver MX Bible with CD-ROM (Paperback)


Editorial Reviews
Review
“…one of the most established and revered brands in computer publishing… …another authoritative tome…far better value for money than most manuals…” (Practical Web Projects, May 2003)

Book Description
* The latest edition of the bestseller on Macromedia's market-leading Web development tool -- now deeper and more useful than ever!
* Fully revised to cover all the new features of this hot web design tool for active, database-driven Web page development!
* The definitive, 100omplete handbook and reference for Macromedia Dreamweaver X.
* Written by Macromedia insider, Web design expert, best-selling author, and Dreamweaver Advisor Council team member Joe Lowery.
* Includes coverage on Dreamweaver's integration with the upcoming releases of Flash, Fireworks, ColdFusion, JRUN, and more!
* Learn to build dynamic, database-driven Web sites - no programming required.


Product Details
  • Paperback: 1152 pages
  • Publisher: Wiley; Pap/Cdr edition (August 1, 2002)
  • Language: English
Link : http://rapidshare.com/files/102521663/Macromedia_20Dreamweaver_20MX_20Bible.pdf

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LightWave 3D 8 Lighting


“This book will take your lighting to a whole new level and give your work that edge you’ve been looking for.”
William “Proton” Vaughan
Newtek LightWave Evangelist

Whether you are lighting your own scene or adding CG elements to a background image, LightWave 3D 8 Lighting can help you achieve your lighting goals. From a discussion of lighting principles and color theory to a number of tutorials demonstrating the application of lighting tools and concepts, the emphasis throughout is on making your lighting believable, accurate, and pleasing to the eye.

  • Discover the new features in LightWave 3D 8 that can improve your lighting.
  • Learn how angles, colors, shadows, light sources, and atmospheric conditions affect the emotional impact of a scene.
  • Enhance effect lighting using projection images.
  • Find out how to add effects such as radiosity, volumetrics, and lens flares.
  • Understand the process that goes into planning and creating a production lighting rig.
ON THE CD:
  • Images, objects, and scene files discussed in the book, including a 60-frame underwater texture image sequence used in the tutorials
  • All the figures from the book
Nicholas Boughen has been a visual effects animator using LightWave 3D since 1997. Currently living in North Vancouver, British Columbia, he has a 20-year background as a scenic and lighting designer for the stage and video. Among his visual effects credits are the television movies Voyage of the Unicorn, Aftershock: Earthquake in New York, and Snow White, the television series Stargate SG-1 and Dead Like Me, and the feature films Good Boy! and The Lizzie McGuire Movie.

Link : http://rapidshare.com/files/102521671/wordware_20publishing_20-_20lightwave_203d_208_20lighting.pdf

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LightWave 3D 8 Character Animation


LightWave 3D is one of the most popular 3D packages on the market today, offering the most complete set of tools, the best-looking and fastest out-of-the-box renderer, and one of the most powerful IK engines available. Professional director and animator Timothy Albee updates the best-selling LightWave 3D 7 Character Animation with discussions of advanced animation tools, facial animation, and IK Booster. In addition, he details how to use LightWave to build strong, dependable character setups; provides proven, hands-on tools for mastering the complex mechanics of animation; and covers the importance of storytelling and acting through animation.

  • Explore the complete crafting of powerful and reliable character setups.
  • Master subtle acting techniques that imbue scenes with life, drama, and power, such as anticipation, gesture, overlapping action, and silhouette.
  • Discover how IK Booster adds more power, ease, and functionality to LightWave’s existing Inverse Kinematics system.
  • Use LightWave’s Dope Sheet, Dope Track, and Motion Mixer tools to improve your output in creating animation.
  • Find out how to use morph targets to sculpt your characters’ facial performances.
On the CD
  • Models and setups to enable immediate animation
  • Exercises and practice scenes, including pre-animated 3D scenes to study and learn from
  • Albee’s animation timer/ time-base converter
  • Additional artwork by the author
Timothy Albee has worked in the entertain-ment industry since 1990 as a writer, director, animator, concept artist, producer, and studio owner/executive. His credits include Walt Disney Feature Animation, Warner Brothers/
Infogrammes, Babylon 5, and numerous video game titles. He has written, produced, and directed three short films in addition to Kaze, Ghost Warrior and is the author of several books including LightWave 3D 7 Character Animation, Essential LightWave 3D 7.5, and CGI Filmmaking: The Creation of Ghost Warrior.

Link : http://rapidshare.com/files/102521684/wordware_20publishing_20-_20lightwave_203d_20character_20animation.pdf

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LightWave 3D 8: 1001 Tips & Tricks (Paperback)


Editorial Reviews
Book Description
In this collective wisdom, you will learn about hidden software features, times-saving tricks, and professional techniques for achieving better results.

About the Author
Contributing authors:
Gerald Abraham * Timothy "Amadhi" Albee * Patrik Beck * Wes "Kurv" Beckwith * Jack "Deuce" Bennett * Nicholas Boughen * Richard Brak * David Ebner * Jonny Gorden * Todd Grimes * Jennifer Hachigian * Erkki Halkka * Kurtis Harris * David Jerrard * Geoffrey Kater * Arne Kaupang * Brad Krause * Samuel Kvaalen * Mike Pauza * Kevin Phillips * Policarpo * Rob Powers * Emanuele Salvucci * Larry Shultz * Lee Stranahan * Lee Stringer * Peter Thomas * Leigh van der Byl * William "Proton" Vaughan * Steve Warner * Robin Wood

Product Details
  • Paperback: 614 pages
  • Publisher: Wordware Publishing, Inc.; Pap/Cdr edition (July 25, 2004)
  • Language: English
Link : http://rapidshare.com/files/102521711/wordware_20publishing_20-_20lightwave_203d_208._201001_20tips_20__20tricks.zip

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LightWave 3D 8 Texturing


Creating interesting and detailed surfaces for objects and characters in 3D is a process many artists find complex and confusing. LightWave 3D 8 Texturing demystifies this task with a thorough discussion of how to use the various LightWave 3D tools to create stunning textures.

  • Utilize texturing theory to create any type of surface you wish.
  • Use the various options in the Surface Editor to affect your textures.
  • Work with textures using vertex color maps, gradients, weight maps, and image maps.
  • Manipulate layers in the Texture Editor.
  • Apply textures with projection techniques and UV maps.
  • Enhance your surfaces using image filters.
  • Create metal, wood, and organic surfaces by working through a series of tutorials.
  • ,
ON THE CD:
  • Tutorial files and completed examples
  • Demo versions of Deep Paint 3D® and Deep UV™ from Right Hemisphere and BodyPaint 3D R2 from Maxon
  • Models from various artists for your own use
  • Color images of all the figures in the book
3D artist Leigh van der Byl has worked professionally as a texturing artist, modeler, and lecturer in the visual effects industry for a number of years. She is a member of the advisory board for Keyframe magazine, a manager for CG Talk forums, and a contributor to CGNetworks. She has also contributed a number of tutorials to newtek.com. She lives in Cape Town, South Africa.

Link : http://rapidshare.com/files/102521797/wordware_20publishing_20-_20lightwave_203d_208_20texturing.pdf

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3ds Max Lighting


Because good lighting is so critical to the final look of your shot, an understanding of how lighting works and how to use the available lighting tools is essential. 3ds max Lighting begins with a discussion of lighting principles and color theory and provides an introduction to the tools in 3ds max, finishing with a number of tutorials demonstrating the application of both 3ds max tools and lighting concepts. Throughout, the emphasis is on making your lighting believable, accurate, and pleasing to the eye.

  • Understand the process of creating realistic and efficient lighting using the tools in 3ds max, including standard lights, mental ray lights, and photometric lights.
  • Enhance the emotional impact of your scenes through the use of angles, colors, shadows, light sources, and atmospheric conditions.
  • Discover how to add effects such as radiosity, caustics, volume lights, and lens flares.
  • Learn about the various shadow types available in 3ds max and the situations for which they are suitable.
  • Achieve your lighting goals through the practical application of lighting principles and color theory.

Author: Nicholas Boughen

Date: 25 January, 2005

ISBN: 155622401X

Language: English

Publisher: Wordware Publishing, Inc.


Link : http://rapidshare.com/files/102521981/wordware_20publishing_20-_203ds_20max_20lighting.pdf

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March 24, 2008

Creating Emotion in Games: The Craft and Art of Emotioneering (New Riders Games)


Book Description

David Freeman brings you the inside scoop on how to apply the Emotioneering™ techniques he's so well known for. These powerful techniques create a breadth and depth of emotion in a game, and induce a player to identify with the role he or she is playing. Mr. Freeman's techniques are so highly sought after because they're the key to mass market success in today's competitive game market. The over 300 distinct Emotioneering techniques in this book include (to name but a few): ways to give emotional depth to an NPC (non-player character), even if the NPC has just one line of dialogue; techniques to bond a player to a game's NPCs; and techniques to transform a game into an intense emotional journey. In a warm and crystal-clear style, Mr. Freeman provides examples which demonstrate exactly how to apply the techniques. He also shows how some of these techniques were utilized in, and contributed greatly to the success of such games as "Grand Theft Auto: Vice City"; "Deus Ex"; and "Thief" I & II, among others. The book is packed with striking art by some of today's top concept artists and illustrators, including an eight-page color section and a four-color, fold-out cover. When you've finished this book, you'll be equipped to apply Mr. Freeman's powerful Emotioneering techniques to artfully create emotion in the games you design, build, or produce.



From the Inside Flap
"David Freeman is one of the few people I know who has successfully bridged the emotionally rich world of linear media and story with the structurally demanding world of interactive games."
- Will Wright, creator of "The Sims"

"I can't imagine a developer who wouldn't benefit from learning the lessons Freeman offers in these pages."
- Warren Spector, Studio Director of Ion Storm, developer of "Deus Ex" and "Deus Ex: Invisible War"

"David Freeman brings to bear the tools of a writer expert at his craft, providing a blueprint for taking video games to the next level. This is an important and valuable book for any game designer."
- Raph Koster, Chief Creative Officer of Sony Online Entertainment; Creative Director of "Star Wars Galaxies"

Link

http://rapidshare.com/files/102151246/New_Riders_-_Creating_Emotion_in_Games.chm

Password : http://multimediaebook.blogspot.com/

Core Techniques and Algorithms in Game Programming


Book Description

To even try to keep pace with the rapid evolution of game development, you need a strong foundation in core programming techniques-not a hefty volume on one narrow topic or one that devotes itself to API-specific implementations. Finally, there's a guide that delivers! As a professor at the Spanish university that offered that country's first master's degree in video game creation, author Daniel Sanchez-Crespo recognizes that there's a core programming curriculum every game designer should be well versed in-and he's outlined it in these pages! By focusing on time-tested coding techniques-and providing code samples that use C++, and the OpenGL and DirectX APIs-Daniel has produced a guide whose shelf life will extend long beyond the latest industry trend. Code design, data structures, design patterns, AI, scripting engines, 3D pipelines, texture mapping, and more: They're all covered here-in clear, coherent fashion and with a focus on the essentials that will have you referring back to this volume for years to come.



From the Inside Flap
"If you want to understand the fundamentals of programming concepts that underlie today's games, this book leads the way. It explores such a wide range of algorithms and concepts, it should be required reading for anyone entering the game programming field."

--Alex Dunne, Executive Producer, Gamasutra.com

"...brings together material from a variety of advanced gaming topics into a single well-organized book. Wish I had something like this to refer to when I was starting out."

--Ed Magnin Video Game Designer and Programmer, Magnin & Associates

"College students pursuing a degree in the field of game programming will need this book. In addition, professional programmers who wish to learn more about game-specific topics will greatly benefit from reading this book."

--Wendy Stahler, Professor and Course Director of Game Design and Development, Full Sail Real World Education

"I can't think of any published book on game programming that covers this range of topics."

--Eric Le, 3D Programmer, Ubi Soft Entertainment

Link
http://rapidshare.com/files/102151261/New_Riders_-_Core_Techniques_and_Algorithms_in_Game_Programming.chm

Password : http://multimediaebook.blogspot.com/

Developing Games in Java (New Riders Games)


Book Description

If you already have Java programming experience and are looking to program games, this book is for you. David Brackeen, along with co-authors Bret Barker and Lawrence Vanhelsuwe, show you how to make fast, full-screen action games such as side scrollers and 3D shooters. Key features covered in this book include Java 2 game programming techniques, including latest 2D graphics and sound technologies, 3D graphics and scene management, path-finding and artificial intelligence, collision detection, game scripting using BeanShell, and multi-player game engine creation.



From the Author
"During the course of writing Developing Games in Java, I would inform friends that I secured the movie rights to the book. My sister kept saying that I was going to end up on Oprah's book club. On breaks I would get a head rush from standing up too fast, and have hallucinations of 3D vectors, anonymous inner classes, and graph algorithms implemented in Java. I would walk into the living room and say "I can see in 3D!" and my roommate would just nod politely.

But I try to keep the blatant lies out of this book. Instead, Developing Games in Java is filled with tons of useful game programming information. And not just because New Riders chained me to my desk - mostly because people wouldn't stop bothering me until I told them everything I know. Which is a good thing, because I tend to forget everything I know, but now that I've written it down, I can re-learn stuff I've forgotten. If it's too confusing, you can always wait for "Developing Games in Java: The Movie" coming in 2004.

Link
http://rapidshare.com/files/102151221/New_Riders_-_Developing_Games_in_Java_-_Code_Companion.zip

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Beginning Math and Physics for Game Programmers (New Riders Games)


Book Description

Whether you're a hobbyist or a budding game design pro, your objective is probably the same: To create the coolest games possible using today's increasingly sophisticated technology. To do that, however, you need to understand some basic math and physics concepts. Not to worry: You don't need to go to night school if you get this handy guide! Through clear, step-by-step instructions, author Wendy Stahler covers the trigonometry snippets, vector operations, and 1D/2D/3D motion you need to improve your level of game development. Each chapter includes exercises to make the learning stick, and Visualization Experience sections are sprinkled throughout that walk you through a demo of the chapter's content. By the end of the volume, you'll have a thorough understanding of all of the math and physics concepts, principles, and formulas you need to control and enhance your user's gaming experience.



From the Inside Flap
"The book is very well written; the author does an excellent job of explaining the concepts and walking the reader through the various terms and applications of math and physics for the 3-D world."
Bill Galbreath
Program Manager for Digital Media, Full Sail Real World Education

"There are several other books covering game-specific math and physics on the shelves. Those books focus on intermediate to advanced issues that might be too complex for those learning the basics. This book focuses on topics that are foundational in the area of math and physics that the other books tend to assume the reader already understands."
David Astle
Executive Producer, GameDev.net

"I could see myself using this book with my students when I'm doing introductory game design and programming. The content is well organized, lucidly presented, and written at a good level for students who lack the basic math and/or physics background."
Harvey Duff
Department Head[md]Computer Technology, Jasper Place High School, Edmonton, Alberta, Canada

"New developers and students in math/physics will find the topics covered a good start. The topics are covered quite comprehensively to make the book easy to pick up and read. The exercises and examples are also helpful tools."
Gianfranco Berardi
Computer Science Student, DePaul University

"This book is an excellent practical introduction to game math and physics. The author has an interesting visual approach to trigonometry and matrix arithmetic, which makes it an entertaining read. There’s a good mix of theoretical insight (described in an unusually useful visual style) and practical advice."
Richard Jones
Director, Merjis Ltd.

Link

http://rapidshare.com/files/102151197/New_Riders_-_Beginning_Math_and_Physics_for_Game_Programmers.chm

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Andrew Rollings and Ernest Adams on Game Design


Book Description

How often have you heard "anyone can design a game?" While it seems likean easy job, game ideas are cheap and plentiful. Advancing those ideasinto games that people want to play is one of the hardest, and mostunder-appreciated, tasks in the game development cycle. Andrew Rollingsand Ernest Adams on Game Design introduces both students and experienced developers to the craft of designing computer and video games for the retail market. The first half of the book is a detailed analysis of thekey game design elements: examining game concepts and worlds,storytelling, character and user interface design, core mechanics andbalance. The second half discusses each of the major game genres(action, adventure, role-playing, strategy, puzzle, and so on) andidentifies the design patterns and unique creative challenges thatcharacterize them. Filled with examples and worksheets, this book takesan accessible, practical approach to creating fun, innovative, andhighly playable games.



From the Publisher
Andrew and Ernest have compiled a wonderful book for both potential and experienced gamers alike. The best part about this book is the worksheets that appear in almost all the chapters. They enable you to stop and consider various game design questions even before starting your own design – questions such as "What process is the player going to manage?" "What actions will the player take in managing that process?" and "Who is the central character in the game, the player’s avatar?"

Here's what Will Wright (creator of The Sims and SimCity) says about the book: "A very useful book for anyone working in (or hoping to work in) interactive media. Andrew Rollings and Ernest Adams approach the topic with very practical advice for both new and experienced designers."

We hope you like it, too. Please send me your thoughts.

LInk

http://rapidshare.com/files/102151271/New_Riders_-_Andrew_Rollings_and_Ernest_Adams_on_Game_Design.chm

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Fundamentals of Audio and Video Programming for Games


Book Description
Fundamentals of Audio and Video Programming for Games - reference book - CD

Product Details
  • Paperback: 350 pages
  • Publisher: Microsoft Press; Pap/Cdr edition (October 15, 2003)
  • Language: English








Link
http://rapidshare.com/files/102151339/Microsoft_Press_-_Fundamentals_of_Audio_and_Video_Programming_for_Games.chm

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Windows Game Programming for Dummies, Second Edition


Book Description
The multimedia and computer-games industry has exploded in recent years. Games have gotten incredibly sophisticated—and incredibly entertaining. The programs used to create them have improved also, to the point that you don’t necessarily have to be a nerd deluxe to do it yourself. Even so, game programming can be challenging—even if you’re a veteran C/C++ programmer and licensed technogeek. Challenging, sure…but also incredibly cool.

Using DirectX—the latest and greatest technology for making games on PCs—Windows Game Programming For Dummies will help you write just about any 2D game you can conjure. Now updated to cover new DirectX and Windows releases, your friendly yellow-and-black companion and bonus CD-ROM sidekick will show you:

  • The basics of video game design
  • The nuts and bolts of Windows programming
  • How to work with DirectX—and play with DirectDraw
  • How to make a real game, with an actual, step-by-step example
  • How to market your mind-blowing new creation
  • The ten biggest mistakes made by game programmers—and how to avoid them

From graphics to sound to input and installation, legendary game developer and Xtreme Games CEO AndrĂ© LaMothe takes you right into the guts of the game—in an entertaining style that won’t send you retreating to the nearest joystick. AndrĂ©’s witty, he’s tons of fun, and before you know it he’ll have you up to speed on:

  • Setting up your game programming workstation
  • Getting into DirectDraw: animation techniques, bitmaps, color keying, and more
  • Adding Direct X subsystems such as DirectSound, DirectInput, and AutoPlay
  • Getting your hands dirty by making a real game
  • The physics of asteroids and other flying objects: time, velocity, force, and all that
  • Game programming websites, downloads, 3D engines, usenet groups, and more!
The free CD-ROM includes Microsoft DirectX application programming interface SDK v. 8.1; Paint Shop Pro evaluation version; examples, games, and source code from the book; and bonus chapters. So what are you waiting for? If you have C and a dash of C++ under your belt, and have a computer (duh!), you’re all set to get in the game.

From the Back Cover
Get the scoop on DirectDraw, DirectInput physics modeling, and more!

The one book you need to begin building your own games

Game programming is a challenge - even if you're a veteran C/C++ programmer. This friendly guide by a legendary game developer delivers just what you need to get started on 2D games. Now revised to cover the latest DirectX and Windows releases, it shows you step by step how to tackle everything from graphics and sound to input and installation - even games marketing!

All this on the bonus CD-ROM
* Microsoft DirectX application programming interface SDK v. 8.1
* Paint Shop Pro evaluation version
* Examples, games, and source code from the book
* Plus bonus chapters

Link
http://rapidshare.com/files/102145541/For_Dummies_-_C_Game_Programming_For_Dummies_2.pdf
PAssword : http://multimediaebook.blogspot.com/

Ultimate Game Design: Building Game Worlds

Book Description
Build games with techniques and insights from a pro. Author and game developer Tom Meigs shows you the finer points of world building and behavior scripting. Learn about level stubbing, lighting, prop and item placement, camera tricks, particle and effects systems, communication loops, Massively Multiplayer Online Games, and much more.

From the Back Cover

Filled with tips and techniques from veteran game designers at Sony, Blizzard, Disney, LucasArts, Activision, 3DO, and many others!

Plan, design, and create enthralling game environments complete with richly animated characters and objects by applying the expert techniques described in this one-of-a-kind resource. Veteran game developer Tom Meigs covers the foundations of game design, including previsualization, level stubbing and layout, lighting, texturing, behavior scripting, and using particles, and explains in detail each stage of game development and design. Each chapter features an in-depth interview with a game industry expert as well as case a study based on Tom's real-world experiences working on Sony PlayStation games and various other projects. Plus, you'll get priceless advice on how to get into the game development industry now with details on the different types of jobs available.

  • Develop a comprehensive previsualization process for your game project
  • Create topographic maps and reference drawings for level planning and layout
  • Build up your game scenes with lighting, texturing, particles, effects, and audio
  • Place actors, props, and items and tune specific camera details
  • Learn about game design by genre--sports, fighting, RTS, role-playing, FPS, sims, MMOG, and others
  • Script action events using JavaScript, Visual Basic, Python, Perl, and other tools
  • Develop and design games for wireless devices including PDAs and mobile phones
  • Implement a testing loop
  • Learn how to avoid mistakes and set yourself up for success


Link
http://rapidshare.com/files/102145670/McGraw_Hill_-_Ultimate_Game_Design_Building_Game_Worlds.pdf

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DirectX 3D Graphics Programming Bible


Book Description
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.

Book Info
Complete coverage of DirectX 3D graphics programming. Topics include understanding how DirectX interfaces with PC graphics devices and Windows, mastering 2D and 3D animation basics, harnessing Direct3D retained mode programming to create true 3D animations, manipulating frames, meshes, textures, mipmaps, lights and shadows, and more. Softcover.

Product Details

  • Paperback: 780 pages
  • Publisher: Hungry Minds; Pap/Cdr edition (April 2000)
  • Language: English
Link

http://rapidshare.com/files/102146367/DirectX_3D_Graphics_Programming_Bible.pdf


PAssword : http://multimediaebook.blogspot.com

Guide Programming Games with DirectX

Book Description
How many times have you spent countless hours completely absorbed in conquering the latest role-playing game? Want to experience the thrill of creating your own captivating role-playing game? This book is your guide to doing just that. Covering everything that you need to create a role-playing game--working with graphics and combat engines, handling players, and making your game multiplayer-capable--this book provides a detailed look at the essential components of role-playing games. It begins with helpful information on story line development and design issues specific to role-playing games and then progresses to programming basics and RPG-specific gaming code. Finally, wrap up your project with valuable tips for promoting, marketing, and publishing your game.

Book Info

Packed with information to help you develop and program your role playing games. Contains helpful information on storyline development and design issues specific to role playing games and progresses to programming RPG-specific gaming code.
Product Details

  • Paperback: 974 pages
  • Publisher: Course Technology PTR; 1 edition (January 2, 2002)
  • Language: English

Link
http://rapidshare.com/files/102144546/David_20Joffe_27s_20-_20Guide_20to_20Programming_20Games_20with_20DirectX.zip

Password : http://multimediaebook.blogspot.com/

Learn VB.NET Through Game Programming


One of the first articles that I wrote for the About Visual Basic site was about game programming. It's still on the site: Programming The Tic Tac Toe Game.

The reason I selected this was that programming games lets you illustrate the most important principals of programming and have fun at the same time. There's something about games that really gets into the corners of the language and uses all of it.

Matt Tagliaferri, the author of "Learn VB.NET Through Game Programming" told me that this was exactly the idea he had in writing this great book.

You might pass this one up on the bookshelf because you read the title and think, "I need a serious book! Games aren't for me!" or "I've always heard that game programming is an advanced topic about how to handle graphics and I/O.

The actual topics, however, include

* What the .NET Framework really is
* What a 'class' is and what the 'methods' and 'properties' of a class are
* What the automatically generated code in the .NET Region is
* How to add your own methods and properties to a class

... and, also how to code a program to display a die being rolled - a key part of a lot of games...

Link

http://rapidshare.com/files/102144408/Apress_20-_20Learn_20VB.Net_20Through_20Game_20Programming.chm


Password : http://multimediaebook.blogspot.com/

Advanced 3-D Game Programming with DirectX 8.0

Book Description
Microsoft’s DirectX is a powerful set of application programming interfaces used for multimedia application development. The latest version offers increased performance, better usability, and more power to create the next generation of interactive entertainment products that rival anything seen in the past. This revision of the best-selling Advanced 3-D Game Programming Using DirectX 7.0 focuses on the new features of DirectX 8.0, providing plenty of code to help readers understand how to create computer games using this advanced multimedia application development platform.

Among the topics discussed are: * Lighting and shading schemes * Networking and multithreading * Texture mapping * Scene management

Along with several sample applications that target specific algorithms, full source code is provided for a client-server networked 3-D first-person game that demonstrates many of the techniques discussed in the book. This gives readers the opportunity to develop their own code easily, basing it upon the technology discussed in the book.

About the Author
Peter Walsh has over six years experience in the interactive entertainment field using DirectX, starting with version 1.0. He is studying gaming technology and development at Abertay University in Scotland, which is a university at the forefront of gaming technology. Peter also worked with IC-CAVE, a research, development, and consultancy firm specializing in increasing the future significance of the gaming industry.
Product Details
  • Paperback: 600 pages
  • Publisher: Wordware Publishing; Pap/Cdr edition (October 15, 2001)
  • Language: English
Link

http://rapidshare.com/files/102009482/Developing_20a_202D_20Game_20Engine_20Using_20DirectX_208_20Direct3D.mht

Password

http://multimediaebook.blogspot.com

Programming the Nintendo Game Boy Advance:


Book Description
Develop your own games for the Nintendo Game Boy Advance! Now you can write, compile, and run Game Boy programs right on your Windows desktop! "Programming the Nintendo Game Boy Advance: The Unofficial Guide" will show you how you can use the free HAM SDK to create your own games for the Game Boy Advance. When you?re ready to take the game off of your desktop and run it on a real Game Boy, you?ll get plenty of coverage on your options with multi-link cables and flash linkers as well as details for purchasing either. Staying focused as a true console programming book, "Programming the Nintendo Game Boy Advance: The Unofficial Guide" gives you the tips and skills that you need to develop a career as a console game programmer. All you need to get started is experience programming with C and professional game programming aspirations.
About the Author
Jonathan S. Harbour has been an avid gamer and programmer for many years and holds a degree in Computer Information Systems. He has written many books on the subject of game programming, including Microsoft Visual Basic Game Programming with DirectX®, Microsoft Visual Basic .NET Programming for the Absolute Beginner, Beginner?s Guide to DarkBASIC Game Programming, and Game Programming All In One, 2nd Edition.
Product Details

  • Paperback: 385 pages
  • Publisher: Course Technology PTR; 1 edition (December 31, 2005)
  • Language: English


Link

http://rapidshare.com/files/102009607/Gameboy_20Advance_20Programming_20Manual_20v1.1.pdf

Advanced 3D Game Programming with DirectX 9


Book Description
Targets experienced computer game programmers as well as those interested in computer game development.

Book Info
Text is an update to the prior text, Advanced 3D Game Programming Using DirectX 8.0; focusing on implementation changes to DirectX 9.0. For programmers who are new to graphics and game programming. Softcover. DLC: Computer games--Programming.





Product Details

  • Paperback: 600 pages

  • Publisher: Wordware Publishing, Inc. (May 25, 2003)
  • Language: English

Link

http://rapidshare.com/files/102010165/Advanced_203D_20Game_20Programming_20with_20DirectX_209.0.chm

March 21, 2008

Adobe Photoshop

Adobe Photoshop