《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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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 |
分类 | 教育考试-外语学习-英语 |
作者 | 房晓溪 |
出版社 | 中国铁道出版社 |
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简介 | 编辑推荐 《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。 内容推荐 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 |
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