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EBooks » Game
 No matter how exciting the game and how realistic the visual effects,
without catchy audio in the background it’s obvious that something is
missing. New developments in technology enable you to do things with
audio that weren’t possible before, but they also make it necessary to
find a guide that walks you through the technical hurdles. "Beginning
Game Audio Programming" covers the challenges that you will face as you
create sound effects and music for your games and gives you the
information you need to face these challenges head-on. You’ll learn how
to compose dynamic music and program 3D sound. There’s even coverage of
using DirectPlay Voice for real- time voice chat in your games! If you
are comfortable with C++ and DirectX, then you’re ready to dive into
the exciting world of audio with "Beginning Game Audio Programming".  Game theory is fast becoming a standard business school requirement, like accounting or economics. GAME THEORY AT WORK
is the perfect guide for business leaders at every level looking for a
tool to improve the decision-making skills needed to help catapult
their business to the next level. GAME THEORY AT WORK steers around math and pedagogy to make this
innovative tool accessible to a larger audience and allow all levels of
business to use it to both improve decision-making skills and eliminate
potentially lethal uncertainty. This proven tool requires everyone in
an organization to look at the competition, guauge his or her own
responses to their actions, and then establish an appropriate strategy.
GAME THEORY AT WORK will help business leaders at all levels improve their overall performance in:
- Negotiating
- Decision making
- Establishing strategic alliances
- Marketing
- Positioning
- Branding
- Pricing
 As more and more 'sophisticated' trading models are pressed into
service to unravel the mysteries of market action, information overload
makes trading markets progressively more unstable. Nowhere is this
truer than in the option pits of the large futures exchanges, where
traders struggle to put a price on uncertainty under conditions of
great underlying price volatility - often using formulae of dubious
value.
In The Options Edge, professional commodities trader and researcher
Bill Gallacher stands up and shouts 'Enough!'. This extraordinarily
practical book downplays complex formulae and technical abstractions to
explain option pricing from an empirical perspective, using an
extensive futures and options database developed and analyzed during
the years 1996 and 1997. - Paperback: 360 pages
- Publisher: Muska & Lipman/Premier-Trade; 1 edition
(October 13, 2004)
- Language: English
- ISBN:
1592005853
- Product Dimensions: 9.1 x 7.4 x 0.9 inches
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Shipping Weight: 1.6 pounds.

Learn the essential skills needed to
demystify game programming and harness the power of Windows® and
DirectX®. "Beginning Game Programming" teaches you everything you need
to know to write 2D and 3D games with C and DirectX 9 without any
complex mathematics. Ease your way into this exciting new world by
learning to write simple Windows programs, and then tap into the power
of Direct3D! Each chapter teaches important new skills (such as basic
3D programming with vertices, polygons, and textures), culminating in a
simple DirectX game library?great for your own game projects! Learn the
basics of 3D modeling with the Anim8or modeling program and then learn
how to load and use 3D models in your own games. The complete game
project in this book runs in fullscreen or windowed mode, and features
mouse support, sound effects, 3D models, texture-based sprites, and 3D
collision detection. Brace yourself for an exciting introduction to
game programming! Neural networks, decision trees, genetic classifiers: If
these are AI concepts you'd like to employ in your own games-and you
know your way around C++-this is the book for you! In these pages,
leading game AI developer Alex J. Champandard shows you how to
create a slew of autonomous synthetic creatures-in the process
exploring the techniques and theories central to AI game development.
Complex concepts are made easily graspable, even fun, as you apply them
to the step-by-step development of your own complete bot. The focus
here is on designing individual creatures, each with unique abilities
and skills. Each chapter tackles a specific problem, using demos and
examples to drive the points home. Best of all, Alex draws on
his own real-life experiences to provide tips and tricks to speed the
process and resolve thorny issues. On the companion Web site, you'll
find code examples and the samples of some of the games covered in the
book.
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