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Random news
Computer-Graphic Facial Reconstruction - By pariman
Category: Ebooks 3D Graphics Game Design / Published: 24-08-2010, 18:40
Academic Press | ISBN: 0124730515 | August 29, 2005 | 384 pages | PDF | 7.7 MB
Computer-Graphic Facial Reconstruction is designed as a valuable resource for those scientists designing new research projects and protocols, as well as a practical handbook of methods and techniques for medico-legal practitioners who actually identify the faceless victims of crime. It looks at a variety of approaches: artificial intelligence using neural networks, case-based reasoning, Baysian belief systems, along with a variety of imaging methods: radiological, CT, MRI and the use of imaging devices.
Steve Caplin, “How to Cheat in Photoshop CS5: The art of creating realistic photomontages” - By Alexpal
Category: Ebooks Game Design Image Processing / Published: 29-07-2010, 18:38
Focal Press | 2010 | ISBN: 0240522044 | 464 pages | PDF | 353 MB
How to Cheat in Photoshop shows you how to cheat in two important ways. First, you'll learn a professional montage artist's proven-to-be-successful tips for getting the best out of Photoshop's many features quickly and efficiently, so that you can create work under deadline while still maintaining quality. Second, you'll learn how to make an image look like something else entirely, for those moments when stock imagery just won't do and you don't have the time (or funding) to set up a photo shoot. Photomontage master Steve Caplin has been a recognized leader in the world of photo manipulation for many years, and in this invaluable resource for designers, illustrators, retouchers, students, and graphic artists, he shows exactly what methods he uses to create stunning imagery used in advertising, publishing, print media, and more.
Game Engine Architecture - By Teque
Category: Ebooks Game Design / Published: 23-07-2010, 07:59
Game Engine Architecture
A K Peters | 2009 | ISBN: 1568814135 | 864 pages | File type: PDF | 30 mb
Maya Studio Projects: Game Environments and Props - By pariman
Category: Ebooks 3D Graphics Game Design / Published: 03-06-2010, 09:15
Sybex | ISBN: 0470524030 | 2010 | 288 pages | PDF | 10.6 MB
Use Maya to create realistic environments and props for digital games
Weapons, vehicles, tools, buildings, trees, plants, walls, ceilings, and floors-these items may seem secondary to the game environment, but they are integral parts of the game and they all need to be created. Maya Studio Projects: Game Environments and Props is a step-by-step project guide to creating some of the most popular game art.
Computer Graphics for Artists II: Environments and Characters by Andrew Paquette [Nerw Links] - By Alexpal
Category: Ebooks 3D Graphics Game Design / Published: 01-06-2010, 09:59
Publisher: Springer | Number Of Pages: 384 | Publication Date: 2009-05 | ISBN-10: 1848824696 | PDF | 44 Mb</b>
In this second volume of Computer Graphics for Artists the author, Andrew Paquette, guides the reader through the creation of realistic computer-generated backgrounds and characters. Rather than teach using a specific program, the author focuses on the theory required to ensure that the artist can create a convincing landscape, building, person or whatever they turn their attention to. Part One covers the core areas of background generation, such as CG terrain, plant life and architecture, but also deals with specific concepts such as photo-texturing and lighting, explaining all the advantages and pitfalls involved. Part Two introduces the reader to the study of the body-shape and movement and their consequent effects upon successful digital-recreation, as well as addressing some of the fundamental elements of appearance; hair, skin and fat. It is assumed that readers will be familiar with the terms and concepts described in the first volume of this work.
Game Programming Gems 8 - By Alexpal
Category: Ebooks Game Design Programing / Published: 28-05-2010, 21:53
Course Technology PTR | 2010-03-01 | ISBN: 1584507020 | 640 pages | PDF | 8 MB
Welcome to the eighth volume of the must-have reference series for game developers, "Game Programming Gems," the series that helped define the standards for game programming and continues to be an essential source for new, innovative techniques. "Game Programming Gems 8" provides the tools and inspiration that game developers need to excel. Featuring cutting-edge, ready-to-use techniques contributed by industry veterans and experts, this new collection is a key resource for inspiration, insight, and a plethora of time-saving, ready-to-use methods for the developer?s tool box! Gems 8 answers the needs of passionate developers, eager newcomers, voracious production requirements, and the demand for innovating and entertaining gameplay. Covering all the key development areas including General Programming, Mathematics, Graphics, Artificial Intelligence, Physics, Networking/Multiplayer, and Audio, each section is edited by an expert in the field to ensure that the ideas are original, accurate, and useful. In this edition, there is even a special segment on General Purpose Programming on GPUs for Game Developers. Dig into this new volume of useful, practical ideas and techniques and get ready to make games that are more inventive, entertaining, and satisfying!
AI Game Engine Programming - By pariman
Category: Ebooks Game Design Programing / Published: 27-05-2010, 10:03
Charles River Media | ISBN: 1584505729 | 2008 | 710 pages | PDF | 6.4 MB
A fully revised update to the first edition, "AI Game Engine Programming, Second Edition" pres game developers with the tools and information they need to create modern game AI engines. Covering the four principle elements of game artificial intelligence, the book takes you from theory to actual game development, going beyond merely discussing how a technique might be used. Beginning with a clear definition of game AI, you'll learn common terminology, the underlying concepts of AI, and you'll explore the different parts of the game AI engine. You'll then take a look at AI design considerations, solutions, and even common pitfalls genre-by-genre, covering the majority of modern game genres and examining concrete examples of AI used in actual commercial games. Finally, you'll study actual code implementations for each AI technique presented, both in skeletal form and as part of a real-world example, to learn how it works in an actual game engine and how it can be optimized in the future. Written for experienced game developers with a working knowledge of C++, data structures, and object oriented programming, "AI Game Engine Programming, Second Edition" will expand your AI knowledge and skills from start to finish.
Going to War: Creating Computer War Games by Jason Darby - By Alexpal
Category: Ebooks Game Design / Published: 23-05-2010, 22:22
Publisher: Course Technology PTR | Number Of Pages: 481 | Publication Date: 2009-03-12 | ISBN-10: 1598635662 | PDF | 6 Mb
Do you want to learn how to create computer war games, but don't know how to get started or don't have any experience with game programming? "Going to War: Creating Computer War Games" shows you how to use the drag-and-drop game engine, Multimedia Fusion 2, to make your very own computer war games to play and share. After an introduction to the Multimedia Fusion 2 interface and the basics of how to use it, you'll get started on the game that you'll create throughout the course of the book. You'll begin by making your game map, using a system of hexagon tiles to create the terrain and the different units you want to include in your game such as soldiers and tanks. Then you'll learn how to set rules for player movement, different types of terrain, and combat. You'll even find more advanced techniques such as how to implement officers, fortifications, and even a simple monetary system in your games. The book even discusses how to track and find bugs in your games and how to create an editor that allows you to easily apply data you've already created to new games. Everything you need to build your own war games is included with the book, and by the time you've worked your way through it you'll have designed your very own working and playable war game.
End-to-End Game Development: Creating Independent Serious Games and Simulations from Start to Finish - By pariman
Category: Ebooks Game Design / Published: 18-05-2010, 09:56
Focal Press | ISBN: 0240811798 | 2010 | PDF | 381 pages | 16.3 MB
You're part of a new venture, an independent gaming company, and you are about to undertake your first development project. The client wants a serious game, one with instructional goals and assessment metrics. Or you may be in a position to green light such a project yourself, believing that it can advance your organization's mission and goals. This book provides a proven process to take an independent game project from start to finish.
In order to build a successful game, you need to wear many hats. There are graphic artists, software engineers, designers, producers, marketers - all take part in the process at various (coordinated) stages, and the end result is hopefully a successful game. Veteran game producers and writers (Iuppa and Borst) cover all of these areas for you, with step by step instructions and checklists to get the work done.
The final section of the book offers a series of case studies from REAL indy games that have been developed and launched succesfully, and show exactly how the principles outlined in the book can be applied to real world products.
The book's associated author web site offers ancillary materials & references as well as serious game demos and presentations.
Microsoft Silverlight 4 Data and Services Cookbook - By pariman
Category: Ebooks Game Design Web-related / Published: 16-05-2010, 12:54
Packt Publishing | ISBN: 1847199844 | 2010 | 476 Pages | PDF | 5.7 MB
Microsoft Silverlight is a programmable web browser plugin that enables features including animation, vector graphics, and audio-video playback – features that characterize Rich Internet Applications. However, Silverlight is a great (and growing) Line-Of-Business platform and is increasingly being used to build data-driven business applications. Silverlight Data Services enable efficient access to your data, allowing you to draw on multiple sources of data and solve particular data problems. There is very little existing material that demonstrates how to build data-driven solutions with the platform. Silverlight 3 made a big step into Line-Of-Business data services and Silverlight 4 builds further upon this. This book will enable .NET developers to get their finger on the pulse of data-driven business applications in Silverlight.












