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图书 游戏英语教程/十二五高等学校动漫游戏专业设计丛书
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《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规律,可以极大地提高读者设计和制作游戏的能力。本教材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。本书由北京吉利大学房晓溪任主编。

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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。《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。

《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。本书由北京吉利大学房晓溪任主编。

目录

PART Ⅰ INTRODUCTION

Chapter 1 What Is Game

 1.1 Decision Making

 1.2 Goals

 1.3 Opposition

 1.4 Managing Resources

 1.5 Game Tokens

 1.6 Information

Chapter 2 GameSpy's 7 Most Influential People in Gaming

 2.l EdFries (Microsoft)

 2.2 Alexey Pajitnov (Microsoft)

 2.3 Gabe Newell (Valve Software)

 2.4 John Romero (Monkcystone)

 2.5 John Carmack (ID Software)

 2.6 Sid Meier (Firaxis Games)

 2.7 Shigeru Miyamoto

Chapter 3 The Type of Game

 3.1 The Type of Game Design

 3.2 Sports Games

 3.3 Fighting Games

 3.4 Puzzle Games

 3.5 Real-time Strategy Games

 3.6 Role-playing Games

 3.7 First-person and Third-personAction Games

 3.8 Simulations

Chapter 4 Fundamentals of Computers

 4.1 Cathode Ray Tube Technology

 4.2 Image Properties

PART Ⅱ MACHINATE

Chapter 5 The Base

 5.1 Starting Points

 5.2 Establishing Focus

 5.3 Player Character Concepts

 5.4 Types of Props and Their Use

 5.5 Types of Items/Power-ups and Placement

Chapter 6 Level

 6.1 Planning and Building

 6.2 Avoiding Common Level Mistakes

 6.3 The Process

 6.4 Level Separation

Chapter 7 SeripUng

 7.1 Scripting in Games

 7.2 Scripting Technology Choices

 7.3 Using Trigger

Chapter 8 Documents

 8.1 The Necessary of Game Development Documents

 8.2 The Writing Style

 8.3 Story Bible

 8.4 The Sections

 8.5 Inauspicious Design Documents

PART Ⅲ ART

Chapter 9 Cartoon-looking Rendering of 3D scenes

 9.1 Introduction

 9.2 Algorithm

PART Ⅵ PROGRAM

Chapter 10 3D Math

 10.1 1D Mathematics

 10.2 Vector--A Geometric Definition

 10.3 Transforming an Object vs. Transforming the Coordinate Space

 10.4 What Is Orientation

Chapter 11 What Language Do I use

 11.1 C

 11.2 C++

 11.3 Should I Learn C++, or Should I Start with C

 11.4 Assembly

 11.5 Pascal

 11.6 Visual Basic

 11.7 Java

 11.8 Tools

 11.9 Conclusion

Chapter 12 Basic Concepts in DirectPlay

 12.1 Introduction

 12.2 Creating and Managing Sessions

 12.3 DirectPlay Network Communication

 12.4 Communicating with DirectPlay Objects

 12.5 DirectPlay Lobby Support

Chapter 13 Client/Server Sessions

 13.1 Introduction

 13.2 Initiating a Client/Server Session

 13.3 Selecting a Service Provider for a Client

 13.4 Selecting a Client/Server Host

 13.5 Connecting to a Client/Server Session

 13.6 Managing a Client/Server Session

 13.7 Normal Client/Server Game Play

 13.8 Leaving a Client/Server Session

 13.9 Terminating a Client/Server Session

Chapter 14 DirectPlay Lobby

 14.1 Introduction

 14.2 DirectPlay Lobby Architecture

 14.3 Lobby Servers

 14.4 Lobby Clients

 14.5 Lobbyable Applications

 14.6 Launching a Lobbyable Application

Chapter 15 DirectPlay Callback Functions and Multithreading Issues

 15.1 Introduction

 15.2 DirectPlay Do Work Mode

 15.3 DirectPlay Thread Pool

 15.4 DirectPlay Networking Callbacks

Chapter 16 Engine Solutions and the Unreal Engine

Chapter 17 Direct3D Overview

 17.1 Introduction

 17.2 The REF Device

 17.3 D3DDEVTYPE

Chapter 18 Model Representation

 18.1 Introduction

 18.2 Vertex Formats

 18.3 Triangles

 18.4 Indices

Chapter 19 Vertex/Index Buffers

Chapter 20 Bitmap Fonts

Chapter 21 Your First Polygon

Chapter 22 Blending

 22.1 The Blending Equation

 22.2 Blending in OpenGL

 22.3 Note

 22.4 Alpha from Texture Map

Chapter 23 Advanced Collision Detection Techniques

Chapter 24 Collision Detection and Particle Interaction

 24.1 Introduction

 24.2 A Quick Overview

 24.3 An Example

 24.4 Block Structure

 24.5 Notes on Block Maps

Chapter 25 Wu Anti-aliased Lines

 25.1 How Does It Work

 25.2 What Would the Ultimate Algorithm Be

 25.3 A More Sensible Algorithm

 25.4 Drawing the End Points

 25.5 Special Cases

Chapter 26 Real-time Dynamic Level of Detail Terrain Rendering with ROAM.

 26.1 Triangle Fanning

 26.2 GeoMorphing

 26.3 Frame Coherence

 26.4 Supporting Larger Topologies

Chapter 27 Fast Computation of Terrain Shadow Maps

 27.1 Introduction

 27.2 Algorithm Description

 27.3 Algorithm Implementation

 27.4 Lightmapping

 27.5 Color Component

Chapter 28 Quacltrees

PART Ⅴ MOBILE PHONE MARKET

Chapter 29 Cellphones and Wireless Gaming

 29.1 Introduction

 29.2 Case Study Comments

Chapter 30 J2ME

 30.1 Development Considerations

 30.2 The Kinds of Games

 30.3 Multiplay Cellphone Gaming

Chapter 31 Career Choices

 31.1 Introduction

 31.2 Game Programming as a Career Choice

 31.3 Game Artist.as a Career Choice

 31.4 Game Designer as a Career Choice

 31.5 Production as a Career Choice

 31.6 Audio Composer and Engineer as a Career Choice

 31.7 QA as a Career Choice

Chapter 32 Career Guideline Worksheet

 32.1 If You Want to Explore Production

 32.2 If You Want to Explore Game Art Construction

 32.3 If You Want to Explore Game Programming

 32.4 If You Want to Explore Quality Assurance

 32.5 If You Want to Explore Game Audio

 32.6 If You Want to Explore Business Relations or Marketing

Glossary

标签
缩略图
书名 游戏英语教程/十二五高等学校动漫游戏专业设计丛书
副书名
原作名
作者 房晓溪
译者
编者
绘者
出版社 中国铁道出版社
商品编码(ISBN) 9787113159702
开本 16开
页数 209
版次 1
装订 平装
字数 328
出版时间 2013-01-01
首版时间 2013-01-01
印刷时间 2013-01-01
正文语种
读者对象 青年(14-20岁),研究人员,普通成人
适用范围
发行范围 公开发行
发行模式 实体书
首发网站
连载网址
图书大类 教育考试-外语学习-英语
图书小类
重量 0.346
CIP核字
中图分类号 H31
丛书名
印张 13.75
印次 1
出版地 北京
260
186
9
整理
媒质 图书
用纸 普通纸
是否注音
影印版本 原版
出版商国别 CN
是否套装 单册
著作权合同登记号
版权提供者
定价
印数 2000
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