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Awesome 3d Game Development: No Programming Required (Charles River Media Game Development)
Awesome 3d Game Development: No Programming Required (Charles River Media Game Development)
ISBN: 1584503254
EAN: 2147483647
Year: 2006
Pages: 168
Authors:
Clayton E Crooks II
BUY ON AMAZON
BackCover
BackCover
Awesome 3D Game Development - No Programming Required
Preface
Chapter 1: Game Programming Overview
Secondary Positions
Chapter Review
Chapter 2: Getting Started with Game Development
Setting Up Your Game Studio
System and Equipment
Tips for Buying Equipment
Chapter Review
Chapter 3: Basic Building Blocks of a Game
Sights
Basic Elements of an Image
Manipulating Images
Advanced Image Manipulation
Chapter Review
Chapter 4: Design Documents
What Is a Design Document?
Importance to Team Members
Chapter Review
Chapter 5: Elements of the Design Document
Levels
Heroes and Enemies
Menu Navigation
User Interface
Music and Sound Effects
Single or Multiplayer
Miscellaneous and Appendix
Wrapping It Up
Game Proposals
Game Market
Technical Information and Associated Risks
Required Resources and Scheduling
Chapter Review
Chapter 6: What Programming Language or Tools Should You Use?
Other Choices
Chapter Review
Chapter 7: Introduction to Multimedia Fusion
Chapter Review
Chapter 8: Multimedia Fusion Editors
Chapter Review
Chapter 9: Our First Game in MMF
Chapter Review
Chapter 10: Finishing Touches for Our First Game
Chapter Review
Chapter 11: Introduction to Music and Sound Effects
Installation
ACID Specifics
Chapter Review
Chapter 12: Adobe s Audition
The Interface
Time Display Fields
Chapter Review
Chapter 13: Creating Music and Sound Effects
Basic Ideas
Chapter Review
Chapter 14: Introduction to MilkShape 3D
Introduction to MilkShape 3D
Installation
MilkShape 3D Interface
Viewport Controls
Basic Modeling Functions
Primitive Objects
Animation Tools
Menu
Chapter Review
Chapter 15: Introduction to Paint Shop Pro
User Interface
Painting Tools
Picture Tube
Flood Fill Tool
Vector Drawing Tools
Vector versus Raster
Layers
Draw Tool
Chapter Review
Chapter 16: Simulating 3D with MMF
Third-Party Extensions
Active Picture and Active Object
Chapter Review
Chapter 17: Drawing Graphics for Duck Blast in Paint Shop Pro
Drawing Clouds
Cloud for MMF
Drawing the Duck
Chapter Review
Chapter 18: 3D Models for Duck blast
Step-by-Step Skinning
Step-by-Step Painting in Paint Shop Pro
Chapter Review
Chapter 19: Finishing Duck Blast 3D
Duck Movement
Multiple Ducks
Movement Events
Add Music and Sound Effects
Chapter Review
Chapter 20: Introduction to the 3D Gamemaker
Chapter Review
Chapter 21: Creating a Game with the 3D Gamemaker
Game Settings
Playing the Game
Chapter Review
Chapter 22: Silly Adventure
Chapter Review
Chapter 23: Space War
Chapter Review
Chapter 24: Custom 3D Models in T3DGM
Chapter Review
Chapter 25: Building Custom 3D Levels
Chapter Review
Chapter 26: Tomb Raiding x 2
Built-In Scene
Chapter Review
Chapter 27: Introduction to Reality Factory
Running Video Setup
RF Tools
Chapter Review
Chapter 28: Getting Started with Reality Factory
Where to Start?
Basic Navigation
Using the Cameras
Editing Modes
The Six Prefabs
Customizing the Prefabs
Cloning Brushes
Rebuilding the Textured View
Leaks
Resizing Multiple Brushes
Adding Entities
Texturing Your Levels
Compiling Your Levels
Links
Chapter Review
Appendix: About theCD-ROM
The 3D GameMaker Demo
Multimedia Fusion Trial
MilkShape 3D 1.70 Trial
Paint Shop Pro 8.1 Trial
Reality Factory .071 Free
Folders
Index
Index_B
Index_C
Index_D
Index_E
Index_F
Index_G
Index_H
Index_I
Index_J
Index_K
Index_L
Index_M
Index_N
Index_O
Index_P
Index_R
Index_S
Index_T
Index_U
Index_V
Index_W
Index_X
Index_Z
List of Figures
List of Sidebars
CD Content
Awesome 3d Game Development: No Programming Required (Charles River Media Game Development)
ISBN: 1584503254
EAN: 2147483647
Year: 2006
Pages: 168
Authors:
Clayton E Crooks II
BUY ON AMAZON
Java for RPG Programmers, 2nd Edition
Data Types And Variables
Arrays And Vectors
String Manipulation
An Object Orientation
Appendix A Using Java on the AS/400
Information Dashboard Design: The Effective Visual Communication of Data
Choosing Inappropriate Display Media
Cluttering the Display with Useless Decoration
Tapping into the Power of Visual Perception
Test Your Design for Usability
Sample Telesales Dashboard
Ruby Cookbook (Cookbooks (OReilly))
Word-Wrapping Lines of Text
Objects and Classes8
Graphing Data
Automatically Building a Gem
Automating Backups
InDesign Type: Professional Typography with Adobe InDesign CS2
End Marks
Up Next
Aligning Your Type
Object Styles
Up Next
VBScript in a Nutshell, 2nd Edition
What VBScript Is Used For: Gluing Together Objects
Global Code
Section A.12. Miscellaneous
Section B.5. Error Constant
Section E.1. How Encoding and Decoding Works
Understanding Digital Signal Processing (2nd Edition)
ALIASING: SIGNAL AMBIGUITY IN THE FREQUENCY DOMAIN
Chapter Five. Finite Impulse Response Filters
BANDPASS QUADRATURE SIGNALS IN THE FREQUENCY DOMAIN
THE SLIDING DFT
Section A.2. ARITHMETIC REPRESENTATION OF COMPLEX NUMBERS
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