Panda3D 1.7 Game Developer's Cookbook

Panda3D 1.7 Game Developer's Cookbook PDF Author: Christoph Lang
Publisher: Packt Publishing Ltd
ISBN: 1849512930
Category : Computers
Languages : en
Pages : 555

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Book Description
This is a cookbook with over 80 recipes offering solutions to common game development problems with Panda3D with explained sample code and screenshots added in.If you are a developer with experience in Python, Panda3D, and optionally C++ and shading languages and you are looking for quick and easy to integrate solutions to common game development problems with Panda3D, this book is for you.

Panda3D 1.7 Game Developer's Cookbook

Panda3D 1.7 Game Developer's Cookbook PDF Author: Christoph Lang
Publisher: Packt Publishing Ltd
ISBN: 1849512930
Category : Computers
Languages : en
Pages : 555

Get Book

Book Description
This is a cookbook with over 80 recipes offering solutions to common game development problems with Panda3D with explained sample code and screenshots added in.If you are a developer with experience in Python, Panda3D, and optionally C++ and shading languages and you are looking for quick and easy to integrate solutions to common game development problems with Panda3D, this book is for you.

Panda3d 1.7 Game Developer's Cookbook

Panda3d 1.7 Game Developer's Cookbook PDF Author: Christoph Lang
Publisher: Packt Pub Limited
ISBN: 9781849512923
Category : Computers
Languages : en
Pages : 336

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Book Description
This is a cookbook with over 80 recipes offering solutions to common game development problems with Panda3D with explained sample code and screenshots added in. If you are a developer with experience in Python, Panda3D, and optionally C++ and shading languages and you are looking for quick and easy to integrate solutions to common game development problems with Panda3D, this book is for you.

Panda3D 1.6 Game Engine Beginner's Guide

Panda3D 1.6 Game Engine Beginner's Guide PDF Author: David Brian Mathews
Publisher: Packt Pub Limited
ISBN: 9781849512725
Category : Computers
Languages : en
Pages : 356

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Book Description
This book is a step-by-step, tutorial-driven guide to game or application development using Panda3D that follows the process used in professional development. You will learn through first-hand experience how a Panda3D developer goes from literally nothing to a finished product. Along the way there are illustrations to explain difficult topics and to display the results of progress, as well as a complete archive of thoroughly explained code for every tutorial. Every single code file the reader saves is mirrored in the example code, finished and explained. In addition, every art and audio asset required by the tutorials is provided, so the user need not provide any assets of their own. If you are an independent developer interested in creating your own video games or other 3D applications using Panda3D for personal or commercial distribution at minimal expense, this book is definitely for you. A basic understanding of general programming, such as familiarity with the concept of a variable, is necessary. Some familiarity with object-oriented programming and the Python language is expected, but not essential. This book does not cover the creation of three dimensional models or similar art assets, nor does it cover the creation of two dimensional art assets or audio assets.

Game Engine Architecture

Game Engine Architecture PDF Author: Jason Gregory
Publisher: CRC Press
ISBN: 135160564X
Category : Computers
Languages : en
Pages : 1042

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Book Description
Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.

Google SketchUp for Game Design

Google SketchUp for Game Design PDF Author: Robin De Jongh
Publisher: Packt Publishing Ltd
ISBN: 1849691355
Category : Computers
Languages : en
Pages : 410

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Book Description
Annotation Creating video game environments similar to the best 3D games on the market is now within the capability of hobbyists for the first time, with the free availability of game development software such as Unity 3D, and the ease with which groups of enthusiasts can get together to pool their skills for a game project. The sheer number of these independent game projects springing up means there is a constant need for game art, the physical 3D environment and objects that inhabit these game worlds. Now thanks to Google there is an easy, fun way to create professional game art, levels and props.Google SketchUp is the natural choice for beginners to game design. This book provides you with the workflow to quickly build realistic 3D environments, levels, and props to fill your game world. In simple steps you will model terrain, buildings, vehicles, and much more.Google SketchUp is the ideal entry level modeling tool for game design, allowing you to take digital photographs and turn them into 3D objects for quick, fun, game creation. SketchUp for Game Design takes you through the modeling of a game level with SketchUp and Unity 3D, complete with all game art, textures and props. You will learn how to create cars, buildings, terrain, tools and standard level props such as barrels, fencing and wooden pallets. You will set up your game level in Unity 3D to create a fully functional first person walk-around level to email to your friends or future employers.When you have completed the projects in this book, you will be comfortable creating 3D worlds, whether for games, visualization, or films.

Panda3D 1.6 Game Engine Beginner's Guide

Panda3D 1.6 Game Engine Beginner's Guide PDF Author: David Brian Mathews
Publisher: Packt Publishing Ltd
ISBN: 9781849512732
Category : Computers
Languages : en
Pages : 336

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Book Description
Create your own computer game with this 3D rendering and game development framework.

Advanced Guide to Python 3 Programming

Advanced Guide to Python 3 Programming PDF Author: John Hunt
Publisher: Springer Nature
ISBN: 3031403363
Category : Computers
Languages : en
Pages : 638

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Book Description
Advanced Guide to Python 3 Programming 2nd Edition delves deeply into a host of subjects that you need to understand if you are to develop sophisticated real-world programs. Each topic is preceded by an introduction followed by more advanced topics, along with numerous examples, that take you to an advanced level. This second edition has been significantly updated with two new sections on advanced Python language concepts and data analytics and machine learning. The GUI chapters have been rewritten to use the Tkinter UI library and a chapter on performance monitoring and profiling has been added. In total there are 18 new chapters, and all remaining chapters have been updated for the latest version of Python as well as for any of the libraries they use. There are eleven sections within the book covering Python Language Concepts, Computer Graphics (including GUIs), Games, Testing, File Input and Output, Databases Access, Logging, Concurrency and Parallelism, Reactive Programming, Networking and Data Analytics. Each section is self-contained and can either be read on its own or as part of the book as a whole. It is aimed at those who have learnt the basics of the Python 3 language but wish to delve deeper into Python’s eco system of additional libraries and modules.

We the Media

We the Media PDF Author: Dan Gillmor
Publisher: "O'Reilly Media, Inc."
ISBN: 0596102275
Category : Computers
Languages : en
Pages : 336

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Book Description
Looks at the emerging phenomenon of online journalism, including Weblogs, Internet chat groups, and email, and how anyone can produce news.

Learn Python 3 the Hard Way

Learn Python 3 the Hard Way PDF Author: Zed A. Shaw
Publisher: Addison-Wesley Professional
ISBN: 0134693906
Category : Computers
Languages : en
Pages : 750

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Book Description
You Will Learn Python 3! Zed Shaw has perfected the world’s best system for learning Python 3. Follow it and you will succeed—just like the millions of beginners Zed has taught to date! You bring the discipline, commitment, and persistence; the author supplies everything else. In Learn Python 3 the Hard Way, you’ll learn Python by working through 52 brilliantly crafted exercises. Read them. Type their code precisely. (No copying and pasting!) Fix your mistakes. Watch the programs run. As you do, you’ll learn how a computer works; what good programs look like; and how to read, write, and think about code. Zed then teaches you even more in 5+ hours of video where he shows you how to break, fix, and debug your code—live, as he’s doing the exercises. Install a complete Python environment Organize and write code Fix and break code Basic mathematics Variables Strings and text Interact with users Work with files Looping and logic Data structures using lists and dictionaries Program design Object-oriented programming Inheritance and composition Modules, classes, and objects Python packaging Automated testing Basic game development Basic web development It’ll be hard at first. But soon, you’ll just get it—and that will feel great! This course will reward you for every minute you put into it. Soon, you’ll know one of the world’s most powerful, popular programming languages. You’ll be a Python programmer. This Book Is Perfect For Total beginners with zero programming experience Junior developers who know one or two languages Returning professionals who haven’t written code in years Seasoned professionals looking for a fast, simple, crash course in Python 3

Hackers

Hackers PDF Author: Steven Levy
Publisher: "O'Reilly Media, Inc."
ISBN: 1449393748
Category : Computers
Languages : en
Pages : 432

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Book Description
This 25th anniversary edition of Steven Levy's classic book traces the exploits of the computer revolution's original hackers -- those brilliant and eccentric nerds from the late 1950s through the early '80s who took risks, bent the rules, and pushed the world in a radical new direction. With updated material from noteworthy hackers such as Bill Gates, Mark Zuckerberg, Richard Stallman, and Steve Wozniak, Hackers is a fascinating story that begins in early computer research labs and leads to the first home computers. Levy profiles the imaginative brainiacs who found clever and unorthodox solutions to computer engineering problems. They had a shared sense of values, known as "the hacker ethic," that still thrives today. Hackers captures a seminal period in recent history when underground activities blazed a trail for today's digital world, from MIT students finagling access to clunky computer-card machines to the DIY culture that spawned the Altair and the Apple II.