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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
  • 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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