3d Online Multimedia And Games: Processing, Visualization And Transmission

3d Online Multimedia And Games: Processing, Visualization And Transmission
Title 3d Online Multimedia And Games: Processing, Visualization And Transmission PDF eBook
Author Anup Basu
Publisher World Scientific
Pages 369
Release 2008-12-12
Genre Computers
ISBN 9814475777

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Online applications have been gaining wide acceptance among the general public. Companies like Amazon, Google, Yahoo! and NetFlicks have been doing extremely well over the last few years largely because of people becoming more comfortable and trusting of the Internet. The increasing acceptance of online products makes it increasingly important to address some of the scientific techniques involved in developing efficient 3D online systems.The topics discussed in this book broadly cover four categories: networking issues in online multimedia; joint texture-mesh simplification and view independent transmission; view dependent transmission and server-side rendering; content and background creation; and creating simple online games.

3D Online Multimedia & Games

3D Online Multimedia & Games
Title 3D Online Multimedia & Games PDF eBook
Author Irene Cheng
Publisher World Scientific
Pages 369
Release 2009
Genre Science
ISBN 9812705872

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Online applications have been gaining wide acceptance among the general public. Companies like Amazon, Google, Yahoo! and NetFlicks have been doing extremely well over the last few years largely because of people becoming more comfortable and trusting of the Internet. The increasing acceptance of online products makes it increasingly important to address some of the scientific techniques involved in developing efficient 3D online systems.The topics discussed in this book broadly cover four categories: networking issues in online multimedia; joint texture-mesh simplification and view independent transmission; view dependent transmission and server-side rendering; content and background creation; and creating simple online games.

3D Math Primer for Graphics and Game Development, 2nd Edition

3D Math Primer for Graphics and Game Development, 2nd Edition
Title 3D Math Primer for Graphics and Game Development, 2nd Edition PDF eBook
Author Fletcher Dunn
Publisher CRC Press
Pages 848
Release 2011-11-02
Genre Computers
ISBN 1568817231

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This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.

Building 3D Digital Games

Building 3D Digital Games
Title Building 3D Digital Games PDF eBook
Author Sarah Guthals
Publisher John Wiley & Sons
Pages 137
Release 2020-05-06
Genre Juvenile Nonfiction
ISBN 1119453453

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A technology book for kids! Do you want to create 3D digital games that'll impress your friends, family, and even yourself? This book shows you how to use Alice, a free 3D game programming environment, to make seriously cool video games you'll have as much fun building as you will playing! Create your own adventure—recreate your favorite story by giving the characters new choices and writing your own ending When zombies attack—make your very own escape room maze and attempt to defeat the enemy before it defeats you Technology Requirements: Hardware – PC or tablet with internet connection running Windows® 7 or higher or Mac with internet connection running Mac OS X® 10.7 or higher Software – Alice–a free programming platform that can be downloaded at alice.org.

Beginning 3D Game Development with Unity

Beginning 3D Game Development with Unity
Title Beginning 3D Game Development with Unity PDF eBook
Author Sue Blackman
Publisher Apress
Pages 985
Release 2011-08-18
Genre Computers
ISBN 1430234237

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Beginning 3D Game Development with Unity is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production. This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create casual interactive adventure games in the style of Telltale's Tales of Monkey Island, while also giving you a firm foundation in game logic and design. The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand. In the second part, you'll build the foundations of a point-and-click style first-person adventure game—including reusable state management scripts, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map. With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design. By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games.

Video Game Spaces

Video Game Spaces
Title Video Game Spaces PDF eBook
Author Michael Nitsche
Publisher MIT Press
Pages 315
Release 2008-12-05
Genre Games & Activities
ISBN 0262293013

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An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.

How to Design 3D Games with Web Technology - Book 01

How to Design 3D Games with Web Technology - Book 01
Title How to Design 3D Games with Web Technology - Book 01 PDF eBook
Author Jordi Josa
Publisher
Pages 205
Release 2017-02-07
Genre Computer adventure games
ISBN 9781520547459

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Over the year's web browsers have been incorporating new technologies, changing from simple page viewers with plain text and some images to platforms that allow us to create three-dimensional games. The revolution began with improved CSS styles and continued with the addition of relational and documental databases and the ability to create applications that work in offline mode without internet connection. Progress continued with the incorporation of audiovisual technologies, the possibility of watching movies, native audio management, including speech recognition and speech synthesis for reading texts. Finally, the incorporation of 3D technology (WebGL) with hardware acceleration, motion detection and virtual reality technology, have meant that the WEB programming is as every bit as good as other platforms and traditional languages. Therefore, I decided to start a collection of books that allows us to explore these developments and become true experts. To distinguish the collection from other books on the market I've focused on teaching how to perform a role-playing game in first person, merely as an excuse to gradually introduce WEB technologies. What does the first book of the collection cover? The book is aimed at those who want to explore how to create 3D animation, either to add visual elements to their web pages, as well as those who want to try their luck in game design. In it we'll learn how to: * Use the Three.js library to create and animate a basic scene. * To prepare the development environment and solve the main problems we encounter. * To use geometries and materials offered by the default library. * To create advanced textures and transparencies. * To illuminate the scene and create shadows. * To load objects made with third party platforms and animate them using different techniques. * To use the keyboard, mouse and even body movement to control the camera. Finally, we'll create our first game location. A beautiful medieval village with its castle and cemetery, full of villagers walking about and doing daily chores and a thick forest full of dangerous monsters. What is the game like? The game spans from the creation of 3D scenes to the management of music and sound effects, artificial intelligence, character animation and monsters, saving the current game, subsequently recovering it and finally packaging. What prior knowledge is needed? This book is suitable for anyone with basic knowledge of JavaScript and HTML. No knowledge of advanced mathematics or WebGL are needed.