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Awesome game creation : no programming required / Luke Ahearn, Clayton Crooks

By: Ahearn, Luke.
Contributor(s): Crooks, Clayton E [(j.a)].
Series: Game development series. Publisher: Hingham, Mass. : Charles River Media, c2002Edition: 2nd ed.Description: xix, 601 p. : ill. ; 24 cm. + 1 electronic optical disc (CD-ROM) (4 3/4 in.).ISBN: 1584502231.Subject(s): Computer games -- ProgrammingDDC classification: 794.8151
Contents:
Preface. - Acknowledgments. - Ch. 1. Introduction to game development. - Ch. 2. Graphics : the basic building blocks of a game. - Ch. 3. Sound and music. - Ch. 4. The history of game development. - Ch. 5. Elements of designing a game. - Ch. 6. Introduction to game maker. - Ch. 7. Your first game maker project. - Ch. 8. 2D space shooter. - Ch. 9. Introduction to the games factory. - C. 10. Behind the scenes of the games factory. - Ch. 11. Making a game yourself with the games factory. - Ch. 12. Making another game with the games factory. - Ch.13. Making a more advanced game with the games factory. - Ch. 14. Advanced control of active objects. - Ch. 15. Working with pictures and animation in TGF. - Ch. 16. Introduction to GCS. - Ch. 17. Running the GCS game engine. - Ch. 18. Looking deeper into the 3D editor. - Ch. 19. Making a 3D level. - Ch. 20. Using GCSPaint and artwork in your game. - Ch. 21. The extra features editor. - Ch. 22. Assembling the GCS game. - Ch. 23. Introduction to the 3D gamemaker. - Ch. 24. Creating a game with the 3D gamemaker. - Ch. 25. Introduction to Gmax. - C. 26. Using Gmax for flight simulator 2002 professional. - Ch. 27. Modeling an airplane with Gmax. - Ch. 28. Introduction to milkshape 3D. - Ch. 29. Introduction to pain shop pro. - Ch. 30. Creating low polygon models with milkshape 3D. - Ch. 31. Half-line model. - Appendix A. Design document : first person shooter. - Appendix B. The key positions in a development team. - Appendix C. Links to game programming web sites and newsgroups. - Appendix D. What's on the CD-ROM. - Index.
Item type Current location Call number Copy number Status Notes Date due Barcode Remark
Main Collection TU External Storage-LCS
794.8151 AHE (Browse shelf) 1 Available SOCIT,15011,03,GR 1000121957 Please fill up online form at https://taylorslibrary.taylors.edu.my/services/external_storage1

Preface. - Acknowledgments. - Ch. 1. Introduction to game development. - Ch. 2. Graphics : the basic building blocks of a game. - Ch. 3. Sound and music. - Ch. 4. The history of game development. - Ch. 5. Elements of designing a game. - Ch. 6. Introduction to game maker. - Ch. 7. Your first game maker project. - Ch. 8. 2D space shooter. - Ch. 9. Introduction to the games factory. - C. 10. Behind the scenes of the games factory. - Ch. 11. Making a game yourself with the games factory. - Ch. 12. Making another game with the games factory. - Ch.13. Making a more advanced game with the games factory. - Ch. 14. Advanced control of active objects. - Ch. 15. Working with pictures and animation in TGF. - Ch. 16. Introduction to GCS. - Ch. 17. Running the GCS game engine. - Ch. 18. Looking deeper into the 3D editor. - Ch. 19. Making a 3D level. - Ch. 20. Using GCSPaint and artwork in your game. - Ch. 21. The extra features editor. - Ch. 22. Assembling the GCS game. - Ch. 23. Introduction to the 3D gamemaker. - Ch. 24. Creating a game with the 3D gamemaker. - Ch. 25. Introduction to Gmax. - C. 26. Using Gmax for flight simulator 2002 professional. - Ch. 27. Modeling an airplane with Gmax. - Ch. 28. Introduction to milkshape 3D. - Ch. 29. Introduction to pain shop pro. - Ch. 30. Creating low polygon models with milkshape 3D. - Ch. 31. Half-line model. - Appendix A. Design document : first person shooter. - Appendix B. The key positions in a development team. - Appendix C. Links to game programming web sites and newsgroups. - Appendix D. What's on the CD-ROM. - Index.