Game Development and Multimedia

Developing games for the gaming industry, and actually make a living of it.

All categories

Books under this sub-category (22 books)

Action Arcade Adventure Set: The Best Way to Create Action Arcade Games in C

Post date: 24 Oct 2004
Shows how to create side-scroller games in a way that anyone who has programmed in C can undertand.
Publisher: The Coriolis Group
Publication date: 01 Sep 1994
 
Action Arcade Adventure Set: The Best Way to Create Action Arcade Games in C

Action Arcade Adventure Set: The Best Way to Create Action Arcade Games in C

Post date: 24 Oct 2004
Shows how to create side-scroller games in a way that anyone who has programmed in C can undertand.
Publisher: The Coriolis Group
Publication date: 01 Sep 1994


Blender Manual

Post date: 01 Jul 2006
The official guide for Blender, an open-source 3D content creation software suited for media professionals, artists and game designers.
Publication date: 01 Aug 2005
License: Creative Commons Attribution-ShareAlike 4.0 International
 
Blender Manual

Blender Manual

Post date: 01 Jul 2006
The official guide for Blender, an open-source 3D content creation software suited for media professionals, artists and game designers.
Publication date: 01 Aug 2005
License: Creative Commons Attribution-ShareAlike 4.0 International


Computer Animation: Algorithms and Techniques

Post date: 24 Oct 2004
A draft of computer animation class notes intended for computer graphics programmers who want to learn the basics of computer animation programming.
Publisher: Morgan Kaufmann Publishers
Publication date: 01 Sep 2001
 
Computer Animation: Algorithms and Techniques

Computer Animation: Algorithms and Techniques

Post date: 24 Oct 2004
A draft of computer animation class notes intended for computer graphics programmers who want to learn the basics of computer animation programming.
Publisher: Morgan Kaufmann Publishers
Publication date: 01 Sep 2001


Design and Architecture of a Portable and Extensible Multiplayer 3D Game Engine

Post date: 24 Oct 2004
Describes the inner working of Parsec, a non-commercial space-shooter game available for download free of charge.
Publication date: 01 Nov 2001
 
Design and Architecture of a Portable and Extensible Multiplayer 3D Game Engine

Design and Architecture of a Portable and Extensible Multiplayer 3D Game Engine

Post date: 24 Oct 2004
Describes the inner working of Parsec, a non-commercial space-shooter game available for download free of charge.
Publication date: 01 Nov 2001


Evaluating Java for Game Development

Post date: 24 Oct 2004
A report of a graduate project, to examine whether the use of Java for games is advantageous compared to the current languages of choice, C and C++.
Publication date: 01 Mar 2002
 
Evaluating Java for Game Development

Evaluating Java for Game Development

Post date: 24 Oct 2004
A report of a graduate project, to examine whether the use of Java for games is advantageous compared to the current languages of choice, C and C++.
Publication date: 01 Mar 2002


Gamer Theory

Post date: 21 Dec 2007
Uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society.
 
Gamer Theory

Gamer Theory

Post date: 21 Dec 2007
Uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society.

Gaming Rhythms: Play and Counterplay from the Situated to the Global

Post date: 08 Dec 2016
This book is about digital games, the people who play digital games, and how they play them. It demonstrates how useful and generalizable concepts can be developed from understanding digital games as they are played.
Publisher: Institute of Network Cultures
Publication date: 31 Dec 2010
License: Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Netherlands
Document Type: Book
 
Gaming Rhythms: Play and Counterplay from the Situated to the Global

Gaming Rhythms: Play and Counterplay from the Situated to the Global

Post date: 08 Dec 2016
This book is about digital games, the people who play digital games, and how they play them. It demonstrates how useful and generalizable concepts can be developed from understanding digital games as they are played.
Publisher: Institute of Network Cultures
Publication date: 31 Dec 2010
License: Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Netherlands Document Type: Book


Invent Your Own Computer Games with Python, 3rd Edition

Post date: 18 Apr 2016
This book teaches you how to program computer games with Python. It covers Hangman, Tic Tac Toe, Reversi, Caesar Cipher, Guess the Number, and Dragon Realm.
 
Invent Your Own Computer Games with Python, 3rd Edition

Invent Your Own Computer Games with Python, 3rd Edition

Post date: 18 Apr 2016
This book teaches you how to program computer games with Python. It covers Hangman, Tic Tac Toe, Reversi, Caesar Cipher, Guess the Number, and Dragon Realm.

J2ME and Gaming

Post date: 19 Mar 2005
Teaches programming with J2ME on wireless devices with focus on developing games.
Publication date:
License: GNU General Public License
 
J2ME and Gaming

J2ME and Gaming

Post date: 19 Mar 2005
Teaches programming with J2ME on wireless devices with focus on developing games.
Publication date:
License: GNU General Public License


Making Games with Python & Pygame

Post date: 18 Apr 2016
Making Games with Python & Pygame is a programming book that covers the Pygame game library for the Python programming language. Each chapter gives you the complete source code for a new game and teaches the programming concepts from these examples.
 
Making Games with Python & Pygame

Making Games with Python & Pygame

Post date: 18 Apr 2016
Making Games with Python & Pygame is a programming book that covers the Pygame game library for the Python programming language. Each chapter gives you the complete source code for a new game and teaches the programming concepts from these examples.

Michael Abrash's Graphics Programming Black Book

Post date: 24 Oct 2004
From the person who optimized Quake himself, features assembler optimization on graphics programming using Intel CPUs, from the 8088 on to the early Pentium lines.
Publisher: The Coriolis Group
Publication date: 01 Jul 1997
 
Michael Abrash's Graphics Programming Black Book

Michael Abrash's Graphics Programming Black Book

Post date: 24 Oct 2004
From the person who optimized Quake himself, features assembler optimization on graphics programming using Intel CPUs, from the 8088 on to the early Pentium lines.
Publisher: The Coriolis Group
Publication date: 01 Jul 1997


Playful Identities: The Ludification of Digital Media Cultures

Post date: 09 Dec 2016
In this book, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. It features the most recent insights in play and game studies, media research, and identity studies.
Publisher: Amsterdam University Press
Publication date: 20 Jan 2015
License: Creative Commons Attribution-NonCommercial 3.0 Unported
Document Type: Book
 
Playful Identities: The Ludification of Digital Media Cultures

Playful Identities: The Ludification of Digital Media Cultures

Post date: 09 Dec 2016
In this book, eighteen scholars examine the increasing role of digital media technologies in identity construction through play. It features the most recent insights in play and game studies, media research, and identity studies.
Publisher: Amsterdam University Press
Publication date: 20 Jan 2015
License: Creative Commons Attribution-NonCommercial 3.0 Unported Document Type: Book


Programming Linux Games

Post date: 24 Oct 2004
A complete guide to developing 2D Linux games. Discusses important multimedia toolkits and teaches the basics of Linux game programming.
Publisher: No Starch Press
Publication date: 01 Aug 2001
 
Programming Linux Games

Programming Linux Games

Post date: 24 Oct 2004
A complete guide to developing 2D Linux games. Discusses important multimedia toolkits and teaches the basics of Linux game programming.
Publisher: No Starch Press
Publication date: 01 Aug 2001


Programming The Nintendo Game Boy Advance: The Unofficial Guide

Post date: 20 Oct 2005
This book compiles all the information you'll ever need to develop your own games on a GBA cartridge, with understandable example code and explanations.
Publication date: 31 Dec 2003
 
Programming The Nintendo Game Boy Advance: The Unofficial Guide

Programming The Nintendo Game Boy Advance: The Unofficial Guide

Post date: 20 Oct 2005
This book compiles all the information you'll ever need to develop your own games on a GBA cartridge, with understandable example code and explanations.
Publication date: 31 Dec 2003


Simulating Humans: Computer Graphics Animation and Control

Post date: 24 Oct 2004
The methodology details and software environment of incorporating real-time interactive manipulation and display for human figures.
Publisher: Oxford University Press
Publication date: 31 Dec 1993
 
Simulating Humans: Computer Graphics Animation and Control

Simulating Humans: Computer Graphics Animation and Control

Post date: 24 Oct 2004
The methodology details and software environment of incorporating real-time interactive manipulation and display for human figures.
Publisher: Oxford University Press
Publication date: 31 Dec 1993


Book Categories