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Infinite Game Universe: Level Design, Terrain, and Sound
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Infinite Game Universe: Level Design, Terrain, and Sound

Infinite Game Universe: Level Design, Terrain, and Sound

Guy W. Lecky-Thompson

428 pages, parution le 26/07/2002

Résumé

This sequel to Infinite Game Universe: Mathematical Techniques focuses on level design, terrain, music, and sound. The book will provide programmers with the source code, cutting-edge techniques, and reference materials they need to create an exciting gaming environment that will capture the imagination of the player. Part 1 shows various techniques for storing game level information, citing particular game types; Part 2 discusses creation, storage and algorithms for a variety of landscapes; Part 3 provides techniques of encoding, generating, and making new sounds for use in games. These chapters cover a variety of sounds (from "non-human" to musical interludes); Part 4 includes ways in which language and graphics are used in gaming contexts; Part 5 discusses the decision-process for the target platform (handhelds, consoles, online, etc.), and the programming-specific information needed for each.

Key Features
  • Six chapters on sound techniques, including: Machine and Other Artificial Sounds, The Sound of Natural Disasters, Non-Human Sounds, Human and Humanesque Sounds, Musical Theory, Interlude and Segue Techniques
  • Includes discussions of handhelds, digital imaging, artificial language, processor-limited environments, ballistic deformation, faultline shading, and more!
On the CD-ROM
The CD-ROM accompanying the book contains all of the applications used to generate the images in executable form for the Microsoftâ"¢ Windows platform, using a Borland Turbo C++ compiler (see the "/binaries" directory for each chapter). The majority of source code was written in pure ANSI C or C++ (see "/source" directory). All of the figures contained in the book, in full color where applicable are in the "/figures" directory.
Contents
  • Introduction
  • Part I: Level Design Techniques
  • Platform Based
  • Building Based
  • Discrete Object Based
  • Landscape Based
  • Introduction to Event Sequencing
  • Part II: Terrain & Landscape Definition
  • Smoothed Random
  • Faultline & Midpoint Displaced Landscapes
  • Ballistic Deformation & Particle Deposition
  • Pure Mathematical Landscapes
  • Rivers, Lakes & Caldera
  • Terrain Building Blocks
  • Part III: Sound & Music
  • Machine & Other Artificial Sounds
  • The Sound of Natural Disasters
  • Human & Humanesque Sounds
  • Musical Theory
  • Interlude and Seugue Techniques
  • Part IV: Words & Pictures
  • Natural Language
  • Artificial Language vs. AI
  • Digital Imaging
  • Artificial Pictures
  • Natural Pictures
  • Part V: Limited Resource Environments
  • Processor Limited Environments
  • Dynamic Memory Limited Environments
  • Static Storage Limitations
  • Online Gaming
  • The Mobile Market

L'auteur - Guy W. Lecky-Thompson

Guy Lecky-Thomson is an experienced writer in the field of game programming and software development.His articles have appeared on Gamasutra.com and in the book, Game Programming Gems.

Caractéristiques techniques

  PAPIER
Éditeur(s) Charles River Media
Auteur(s) Guy W. Lecky-Thompson
Parution 26/07/2002
Nb. de pages 428
Format 16 x 23,5
Couverture Relié
Poids 865g
Intérieur Noir et Blanc
EAN13 9781584502135
ISBN13 978-1-58450-213-5

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