Tuesday, January 6, 2009

3D Game Engine Design or Dreamweaver 8 All in One Desk Reference For Dummies

3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics

Author: David H Eberly

"Virtually all the books on building 3D game engines cover the basics: here's a polygon, here's a transformation matrix, here's a perspective projection, and so on. The problem is that you can't make a professional quality game with just the basics. This leaves a large gap between you and your goal of creating a great game engine. With this book, Dave is launching a huge boulder into the gap, helping you scamper to your destination."
—Eric Yiskis, Lead Programmer, Oddworld Inhabitants
3D Game Engine Design is the first book to go beyond basic descriptions of algorithms and accurately demonstrate the complex engineering process required to design and build a real-time graphics engine to support physical realism. Faster algorithms will always win out over faster processors and assembly-language optimization techniques. Implementing those algorithms, however, can be a challenge for even experienced programmers.
This book provides rigorous explanations and derivations of all the essential concepts and techniques. Ideas are revealed step by step with numerous code examples and illustrations. Source code implementations are included on the companion CD-ROM to help you understand the full progression from idea, to algorithm, to working code. Since algorithms are not used in isolation, the source code for a complete engine is provided to bring crucial context to the implementations. This book and CD-ROM offer the most comprehensive professional reference available for the development of 3D game engines.
Features:
* Designed for professionals working in game development, simulation, scientific visualization, or virtual worlds
* Written by a respected game engineerand designer of a leading commercial game engine
* Thoroughly describes the algorithms-fully implemented in working code-that are the key to writing the fastest, most efficient code possible
* Provides source code for Windows 95/98/NT/2000, Linux/Unix, and Macintosh platforms.
About the software:
Includes a CD-ROM with C++ source code implementations of all the algorithms covered in the text as well as source code for a complete game engine. Updates for the engine, new ports (such as for the Macintosh), FAQs, and additional material on real-time graphics can be found at Geometric Tools website http://www.geometrictools.com. The renderer layer of the engine is abstract and can work with whichever API is desired. An OpenGL-based renderer, DirectX8 (Direct3D), and a GLUT-based hardware renderer for either Windows or Linux are included.



Look this: The Taliban and the Crisis of Afghanistan or Firestorm at Peshtigo

Dreamweaver 8 All-in-One Desk Reference For Dummies

Author: Jon A Phillips

Nine minibooks, filling nearly 800 pages, take you beyond Dreamweaver basics, giving you the know-how and hands-on techniques necessary to create state-of-the-art Web sites. You'll master Dreamweaver basics, such as laying out pages, adding content to pages, and working with code; develop Web applications and databases; make pages dynamic; and learn to use Dreamweaver with Contribute. Order your copy of this reference to the popular software application today.



Table of Contents:
Bk. 1Getting started7
Ch. 1Cruising around the Dreamweaver 8 workspace9
Ch. 2Planning and designing your site31
Ch. 3Creating and managing sites41
Bk. IIMastering the basics53
Ch. 1Creating documents55
Ch. 2Working with text67
Ch. 3Inserting graphics83
Ch. 4Making links with text and images101
Ch. 5Adding flash, movies, sound, and more115
Ch. 6Creating tables for layout141
Ch. 7Building fabulous forms161
Bk. IIIWorking like the pros185
Ch. 1Looking good with cascading style sheets (CSS)187
Ch. 2Building sites with templates223
Ch. 3Using library items and server-side includes257
Ch. 4Creating code snippets and history panel commands275
Ch. 5Integrating Dreamweaver with fireworks293
Bk. IVEnergizing your site311
Ch. 1Working with layers313
Ch. 2Jazzing up pages with JavaScript behaviors335
Ch. 3Designing pages with frames387
Ch. 4Introducing timelines417
Ch. 5Making your pages XHTML compliant433
Bk. VPublishing your site443
Ch. 1Using reports to text your site before publishing445
Ch. 2Keeping your code clean469
Ch. 3Preparing to publish your files485
Ch. 4Publishing your Web pages501
Bk. VIWorking collaboratively513
Ch. 1Working efficiently with a team515
Ch. 2Setting up and connecting to a contribute site533
Ch. 3Managing a contribute site547
Bk. VIIBuilding Web applications555
Ch. 1Building Web applications557
Ch. 2Configuring database connections for PHP573
Ch. 3Configuring ASP database connections583
Ch. 4Configuring ASP.NET database connections593
Ch. 5Configuring JSP database connections603
Ch. 6Configuring ColdFusion database connections611
Ch. 7Dealing with database issues621
Bk. VIIIMaking pages dynamic631
Ch. 1Preparing dynamic content sources633
Ch. 2Using dynamic content in your Web pages645
Ch. 3Previewing and testing your dynamic pages657
Ch. 4Building dynamic forms667
Ch. 5Advanced dynamic data presentation675
Bk. IXDeveloping applications rapidly689
Ch. 1Building master and detail pages691
Ch. 2Creating search and results pages709
Ch. 3Building record insert pages723
Ch. 4Developing record update and delete pages735
Ch. 5Using advanced data manipulation tools755
Ch. 6Restricting site access763

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