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