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  • 醉染图书游戏英语教程9787113159702
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    • 作者: 房晓溪 主编著 | 房晓溪 主编编 | 房晓溪 主编译 | 房晓溪 主编绘
    • 出版社: 中国铁道出版社
    • 出版时间:2013-01-01
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    • 作者: 房晓溪 主编著| 房晓溪 主编编| 房晓溪 主编译| 房晓溪 主编绘
    • 出版社:中国铁道出版社
    • 出版时间:2013-01-01
    • 开本:16开
    • ISBN:9787113159702
    • 版权提供:中国铁道出版社
    • 作者:房晓溪 主编
    • 著:房晓溪 主编
    • 装帧:平装
    • 印次:暂无
    • 定价:33.00
    • ISBN:9787113159702
    • 出版社:中国铁道出版社
    • 开本:16开
    • 印刷时间:暂无
    • 语种:暂无
    • 出版时间:2013-01-01
    • 页数:暂无
    • 外部编号:1200780020
    • 版次:暂无
    • 成品尺寸:暂无


    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)
    . Gabe Newell (Valve Software)
    2.4 John Romero (Monkcystone)
    2.5 John Carmack ( 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 an Bidng
    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
    1. 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 an Mtthreading 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
    2. Note
    22.4 Alpha from Texture Map
    Chapter Advanced Collision Detection Techniques
    Chapter 24 Collision Detection and Particle Interaction
    24.1 Introduction
    24.2 A ick 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 RAM
    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 cltrees

    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 Coer and Engineer as a Career Choice
    31.7 A 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
    3. If You Want to Explore Game Programming
    32.4 If You Want to Explore lity Assurance
    32.5 If You Want to Explore Game Audio
    32.6 If You Want to Explore Business Relations or Marketing
    Glossary





      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。《“十二五”高等学校动漫游戏专业设计丛书: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。
      《“十二五”高等学校动漫游戏专业设计丛书: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。

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