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出版时间:2013年1月

出版社:中国铁道出版社

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:
  • 中国铁道出版社
  • 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