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出版时间:2013年1月

出版社:北京国铁天勤文化发展有限公司

以下为《游戏英语教程》的配套数字资源,这些资源在您购买图书后将免费附送给您:
  • 北京国铁天勤文化发展有限公司
  • 9787113159702
  • 1-1
  • 39977
  • 0047155980-7
  • 16开
  • 2013年1月
  • 328
  • 220
  • 工学
  • 软件工程
  • TP311.5
  • 游戏
  • 本专科
内容简介
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