游戏英语教程

游戏英语教程
作 者: 房晓溪
出版社: 中国铁道出版社
丛编项: "十二五"高等学校动漫游戏专业设计丛书
版权说明: 本书为公共版权或经版权方授权,请支持正版图书
标 签: 暂缺
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作者简介

暂缺《游戏英语教程》作者简介

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。《“十二五”高等学校动漫游戏专业设计丛书: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。《“十二五”高等学校动漫游戏专业设计丛书: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。

图书目录

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 of Terrain Shadow Maps

27.1 Introduction

27.2 Algorithm Description

27.3 Algorithm Implementation

27.4 Lightmapping

27.5 Color Component

Chapter 28 Quacltrees

PART Ⅴ MOBILE PHONE MARKET

Chapter 29 Cellphones and Wireless Gaming

29.1 Introduction

29.2 Case Study Comments

Chapter 30 J2ME

30.1 Development Considerations

30.2 The Kinds of Games

30.3 Multiplay Cellphone Gaming

Chapter 31 Career Choices

31.1 Introduction

31.2 Game Programming as a Career Choice

31.3 Game Artist.as a Career Choice

31.4 Game Designer as a Career Choice

31.5 Production as a Career Choice

31.6 Audio Composer and Engineer as a Career Choice

31.7 QA as a Career Choice

Chapter 32 Career Guideline Worksheet

32.1 If You Want to Explore Production

32.2 If You Want to Explore Game Art Construction

32.3 If You Want to Explore Game Programming

32.4 If You Want to Explore Quality Assurance

32.5 If You Want to Explore Game Audio

32.6 If You Want to Explore Business Relations or Marketing

Glossary