Addison-Wesley / Prentice Hall
Computer Science
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ISBN-10: 0735713901
ISBN-13: 9780735713901
Publisher: New Riders
Copyright: 2004
Format: Paper Bound w/CD-ROM; 504 pp
Published: 03/22/2004
Suggested retail price: $50.00
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Whether you're a hobbyist or a budding game design pro, your objective is probably the same: To create the coolest games possible using today's increasingly sophisticated technology. To do that, however, you need to understand some basic math and physics concepts. Not to worry: You don't need to go to night school if you get this handy guide! Through clear, step-by-step instructions, author Wendy Stahler covers the trigonometry snippets, vector operations, and 1D/2D/3D motion you need to improve your level of game development. Each chapter includes exercises to make the learning stick, and Visualization Experience sections are sprinkled throughout that walk you through a demo of the chapter's content. By the end of the volume, you'll have a thorough understanding of all of the math and physics concepts, principles, and formulas you need to control and enhance your user's gaming experience.
Learn the ins and outs of basic math and physics concepts to create 2D and 3D interactive games.
- Comprehensive overview of both math and physics techniques that are essential for programming successful games.
- Exercises are included in each section with an answer key at the end.
- Visualization Experience sections walk the reader through a demo on the CD that shows the chapter's content in use.
Game Programming and Design [PTG: NEW RIDERS] (Computer Science)
Game Development (Game Development)
Game Development [PTG: NEW RIDERS] (Computer Graphics / Arts)
Wendy Stahler was the first course director of the Game Design and Development Program at Full Sail Real World Education in Orlando, Florida. During her six years at Full Sail, she concentrated much of her time toward developing the math and physics curriculum. Wendy is also an adjunct professor at Rollins College in the IT department, and just recently took on her next challenge of IT training in the corporate world. Wendy graduated from Rollins College earning an Honors B.A. in Mathematics with a concentration in Computer Science and an MA in Corporate Communication and Technology, graduating with honors.
Whether you're a hobbyist or a budding game design pro, your objective is probably the same: To create the coolest games possible using today's increasingly sophisticated technology. To do that, however, you need to understand some basic math and physics concepts. Not to worry: You don't need to go to night school if you get this handy guide! Through clear, step-by-step instructions, author Wendy Stahler covers the trigonometry snippets, vector operations, and 1D/2D/3D motion you need to improve your level of game development. Each chapter includes exercises to make the learning stick, and Visualization Experience sections are sprinkled throughout that walk you through a demo of the chapter's content. By the end of the volume, you'll have a thorough understanding of all of the math and physics concepts, principles, and formulas you need to control and enhance your user's gaming experience.
Pearson Higher Education offers special pricing when you choose to package your text with other student resources. If you're interested in creating a cost-saving package for your students, contact your Pearson Higher Education representative for pricing and ordering information.
This title is a member of the New Riders Games, which also contains the titles below . You can also visit the New Riders Games page.
3ds max 7 Fundamentals
Boardman
© 2005 | New Riders | Paper Bound w/CD-ROM; 544 pages | Instock
ISBN-10: 0321321383 | ISBN-13: 9780321321381
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Andrew Rollings and Ernest Adams on Game Design
Rollings & Adams
© 2003 | New Riders | Paper; 648 pages | Instock
ISBN-10: 1592730019 | ISBN-13: 9781592730018
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Beginning Math and Physics for Game Programmers
Stahler
© 2004 | New Riders | Paper Bound w/CD-ROM; 504 pages | Instock
ISBN-10: 0735713901 | ISBN-13: 9780735713901
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Chris Crawford on Game Design
Crawford
© 2003 | New Riders | Paper; 504 pages | Instock
ISBN-10: 0131460994 | ISBN-13: 9780131460997
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Chris Crawford on Interactive Storytelling
Crawford
© 2005 | New Riders | Paper; 384 pages | Instock
ISBN-10: 0321278909 | ISBN-13: 9780321278906
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Creating Emotion in Games: The Craft and Art of Emotioneering
Freeman
© 2004 | New Riders | Paper; 576 pages | Instock
ISBN-10: 1592730078 | ISBN-13: 9781592730070
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Creating the Art of the Game
Omernick
© 2004 | New Riders | Paper; 320 pages | Instock
ISBN-10: 0735714096 | ISBN-13: 9780735714090
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Designing Virtual Worlds
Bartle
© 2003 | New Riders | Paper; 768 pages | Instock
ISBN-10: 0131018167 | ISBN-13: 9780131018167
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Developing Games in Java
Brackeen
© 2004 | New Riders | Paper; 1008 pages | Instock
ISBN-10: 1592730051 | ISBN-13: 9781592730056
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Game Architecture and Design: A New Edition
Rollings & Morris
© 2004 | New Riders | Paper; 960 pages | Instock
ISBN-10: 0735713634 | ISBN-13: 9780735713635
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Game Character Development with Maya
Ward
© 2005 | New Riders | Paper Bound w/CD-ROM; 832 pages | Out of Stock
ISBN-10: 073571438X | ISBN-13: 9780735714380
Game Creation and Careers: Insider Secrets from Industry Experts
Saltzman
© 2004 | New Riders | Paper; 744 pages | Out of Stock
ISBN-10: 0735713677 | ISBN-13: 9780735713673
Get in the Game: Careers in the Game Industry
Mencher
© 2003 | New Riders | Paper; 320 pages | Instock
ISBN-10: 0735713073 | ISBN-13: 9780735713079
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Level Design for Games: Creating Compelling Game Experiences
Co
© 2006 | New Riders | Paper Bound w/CD-ROM; 352 pages | Instock
ISBN-10: 0321375971 | ISBN-13: 9780321375971
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Game design consists of four essential tasks: imagining a game, defining the way that it works, describing its internal elements, and communicating this information to others. This book examines each of these tasks and shows students not only what issues they will need to address in their design, but how to think about games and gameplay. Andrew Rollings and Ernest Adams on Game Design shows students: The key design elements of every computer and video game, and how to think about them. How to write a high-concept document, a treatment, and a full design script. The essentials of user interface design and how to use them to define their game's look and feel. How to construct and balance their game's internal mechanics to make sure the game is both fun and fair. The relationship between interactivity and narrative, and how to write compelling stories. The unique design problems in each of the major game genres. How to design multi-player games to maximize player interaction and minimize cheating.
Appropriate for beginning students in game design and development.
Game Architecture and Design: A New Edition is an updated a revision of the cult classic of computer game design. This edition teaches the craft of design from first concept to development, including gameplay and game balance, team structure and software architecture, along with the more elusive but vital creative elements such as storytelling, originality, and style. This book advocated a rational, design-led approach to development, aiming primarily for efficiency and the ability to control change. Coverage includes: what's worked and hasn't worked for industry leaders; theoretical concepts of object-oriented design and gameplay; how to apply learned concepts to development, schedules, and procedures; how to give a unique look and feel to games; efficient coding practices; and the ever-changing game industry.
Pearson Higher Education offers special pricing when you choose to package your text with other student resources. If you're interested in creating a cost-saving package for your students contact your Pearson Higher Education representative.
