Digital Creature Rigging The Art and Science of CG Creature Setup in 3ds Max Get an inside look at the creation of production-ready creature rigs for film TV and video games. Garner strategies and techniques for creating creatures of all types and make them ready for easy automatic use in many different types of media (transmedia): film TV games - one rig for all. You will move step by step from idea to concept and finally to completion through a proven production-pipeline. Digital Creature Rigging gives you the practical hands-on approaches to rigging you need with a theoretical look at 12 rigging principles and plenty of tips tricks and techniques to get you up and running quickly. This is the definitive guide to creating believe production-ready creature rigs with 3ds Max. The companion web site has all scene files scripts tutorials from the book. | Digital Creature Rigging The Art and Science of CG Creature Setup in 3ds Max GBP 180.00 1
Build Your Own Robot This book a compilation of articles from Karl Lunt's long-running column for Nuts & Volts magazine is a must-read for all beginner and intermediate-level robotics enthusiasts. Written in a friendly straightforward manner it contains entertaining anecdotes as well as practical advice and instruction. The author's stories about his various robotics projects will inspire you to try them yourself; and he shares his tips and code to help you. Possible projects range from transforming a TV remote control into a robot controller to building a robot from a drink cooler. You'll want to build them all; the author's enthusiasm for robotics is contagious! | Build Your Own Robot GBP 31.99 1
The Mathematics of Ciphers Number Theory and RSA Cryptography This book is an introduction to the algorithmic aspects of number theory and its applications to cryptography with special emphasis on the RSA cryptosys-tem. It covers many of the familiar topics of elementary number theory all with an algorithmic twist. The text also includes many interesting historical notes. | The Mathematics of Ciphers Number Theory and RSA Cryptography GBP 56.99 1
Advanced High Dynamic Range Imaging This book explores the methods needed for creating and manipulating HDR content. HDR is a step change from traditional imaging; more closely matching what we see with our eyes. In the years since the first edition of this book appeared HDR has become much more widespread moving from a research concept to a standard imaging method. This new edition incorporates all the many developments in HDR since the first edition and once again emphasizes practical tips including the authors' popular HDR Toolbox (available on the authors' website) for MATLAB and gives readers the tools they need to develop and experiment with new techniques for creating compelling HDR content. Key Features:Contains the HDR Toolbox for readers' experimentation on authors' websiteOffers an up-to-date detailed guide to the theory and practice of high dynamic range imagingCovers all aspects of the field from capture to displayProvides benchmarks for evaluating HDR imagery | Advanced High Dynamic Range Imaging GBP 44.99 1
Ordinary and Partial Differential Equations Covers ODEs and PDEs—in One TextbookUntil now a comprehensive textbook covering both ordinary differential equations (ODEs) and partial differential equations (PDEs) didn’t exist. Fulfilling this need Ordinary and Partial Differential Equations provides a complete and accessible course on ODEs and PDEs using many examples and exercises as well as intuitive easy-to-use software. Teaches the Key Topics in Differential Equations The text includes all the topics that form the core of a modern undergraduate or beginning graduate course in differential equations. It also discusses other optional but important topics such as integral equations Fourier series and special functions. Numerous carefully chosen examples offer practical guidance on the concepts and techniques. Guides Students through the Problem-Solving Process Requiring no user programming the accompanying computer software allows students to fully investigate problems thus enabling a deeper study into the role of boundary and initial conditions the dependence of the solution on the parameters the accuracy of the solution the speed of a series convergence and related questions. The ODE module compares students’ analytical solutions to the results of computations while the PDE module demonstrates the sequence of all necessary analytical solution steps. GBP 59.99 1
3D Game Environments Create Professional 3D Game Worlds From a steamy jungle to a modern city or even a sci-fi space station 3D Game Environments is the ultimate resource to help you create AAA quality art for a variety of game worlds. Primarily using Photoshop and 3ds Max students will learn to create realistic textures from photo source and a variety of techniques to portray dynamic and believable game worlds. With detailed tutorials on creating 3D models applying 2D art to 3D models and clear concise advice on issues of efficiency and optimization for a 3D game engine Luke Ahearn gives you everything students need to make their own realistic game environments. Key Features The entire game world development process; from planning to 3D modeling UV layout and creating textures. Exercises and projects to practice with; each section includes projects to guide you through creating different world genres. The updated companion website—www. lukeahearn. com/textures/ now includes video tutorials in addition to updated sample textures shaders materials actions brushes program demos plug-ins and all art from the book—all the tools you need in one place. | 3D Game Environments Create Professional 3D Game Worlds GBP 48.99 1
Educational Game Design Fundamentals A Journey to Creating Intrinsically Motivating Learning Experiences Can we learn through play? Can we really play while learning? Of course! But how?! We all learn and educate others in our own unique ways. Successful educational games adapt to the particular learning needs of their players and facilitate the learning objectives of their designers. Educational Game Design Fundamentals embarks on a journey to explore the necessary aspects to create games that are both fun and help players learn. This book examines the art of educational game design through various perspectives and presents real examples that will help readers make more informed decisions when creating their own games. In this way readers can have a better idea of how to prepare for and organize the design of their educational games as well as evaluate their ideas through several prisms such as feasibility or learning and intrinsic values. Everybody can become education game designers no matter what their technical artistic or pedagogic backgrounds. This book refers to educators and designers of all sorts: from kindergarten to lifelong learning from corporate training to museum curators and from tabletop or video game designers to theme park creators! | Educational Game Design Fundamentals A Journey to Creating Intrinsically Motivating Learning Experiences GBP 51.99 1
Geometric Puzzle Design This book discusses how to design good geometric puzzles: two-dimensional dissection puzzles polyhedral dissections and burrs. It outlines major categories of geometric puzzles and provides examples sometimes going into the history and philosophy of those examples. The author presents challenges and thoughtful questions as well as practical design and woodworking tips to encourage the reader to build his own puzzles and experiment with his own designs. Aesthetics phychology and mathematical considerations all factor into the definition of the quality of a puzzle. | Geometric Puzzle Design GBP 180.00 1
Data Sketches A journey of imagination exploration and beautiful data visualizations In Data Sketches Nadieh Bremer and Shirley Wu document the deeply creative process behind 24 unique data visualization projects and they combine this with powerful technical insights which reveal the mindset behind coding creatively. Exploring 12 different themes – from the Olympics to Presidents & Royals and from Movies to Myths & Legends – each pair of visualizations explores different technologies and forms blurring the boundary between visualization as an exploratory tool and an artform in its own right. This beautiful book provides an intimate behind-the-scenes account of all 24 projects and shares the authors’ personal notes and drafts every step of the way. The book features: Detailed information on data gathering sketching and coding data visualizations for the web with screenshots of works-in-progress and reproductions from the authors’ notebooks Never-before-published technical write-ups with beginner-friendly explanations of core data visualization concepts Practical lessons based on the data and design challenges overcome during each project Full-color pages showcasing all 24 final data visualizations This book is perfect for anyone interested or working in data visualization and information design and especially those who want to take their work to the next level and are inspired by unique and compelling data-driven storytelling. | Data Sketches A journey of imagination exploration and beautiful data visualizations GBP 39.99 1
Mathematical Mind-Benders Peter Winkler is at it again. Following the enthusiastic reaction to Mathematical Puzzles: A Connoisseur's Collection Peter has compiled a new collection of elegant mathematical puzzles to challenge and entertain the reader. The original puzzle connoisseur shares these puzzles old and new so that you can add them to your own anthology. This book is for lovers of mathematics lovers of puzzles lovers of a challenge. Most of all it is for those who think that the world of mathematics is orderly logical and intuitive-and are ready to learn otherwise! A pdf with errata is updated by the author and can be accessed here | Mathematical Mind-Benders GBP 175.00 1
Song of Two Worlds In Alan Lightman's new book a verse narrative we meet a man who has lost his faith in all things following a mysterious personal tragedy. After decades of living hung like a dried fly emptied and haunted by his past the narrator awakens one morning revitalized and begins a Dante-like journey to find something to believe in first turning to the world of science and then to the world of philosophy religion and human life. As his personal story is slowly revealed little by little we confront the great questions of the cosmos and of the human heart some questions with answers and others without. | Song of Two Worlds GBP 69.99 1
Ornamental Origami Exploring 3D Geometric Designs This book is a great resource for people who enjoy polyhedra symmetry geometry mathematics and origami. The types of models presented are similar in nature to the models in Mukerji's Marvelous Modular Origami but some of the chapters are more advanced and all of the designs are new. The reader can learn about polyhedra while making these models and is left with the ability to design one's own models. Step-by-step folding instructions for over 40 models are presented. Although the book is for intermediate folders beginners are encouraged to try because origami basics are explained. The diagrams are easy to follow and each model is accompanied by breathtaking finished model photographs. | Ornamental Origami Exploring 3D Geometric Designs GBP 175.00 1
Origami Polyhedra Design This book unravels the mystery of Geometry in Origami with a unique approach: 64 Polyhedra designs each made from a single square sheet of paper no cuts no glue; each polyhedron the largest possible from the starting size of square and each having an ingenious locking mechanism to hold its shape. The author covers the five Platonic solids (cube tetrahedron octahedron icosahedron and dodecahedron). There are ample variations with different color patterns and sunken sides. Dipyramids and Dimpled Dipyramids unexplored before this in Origami are also covered. There are a total of 64 models in the book. All the designs have an interesting look and a pleasing folding sequence and are based on unique mathematical equations. | Origami Polyhedra Design GBP 180.00 1
Practical Rendering and Computation with Direct3D 11 Direct3D 11 offers such a wealth of capabilities that users can sometimes get lost in the details of specific APIs and their implementation. While there is a great deal of low-level information available about how each API function should be used there is little documentation that shows how best to leverage these capabilities. Written by active members of the Direct3D community Practical Rendering and Computation with Direct3D 11 provides a deep understanding of both the high and low level concepts related to using Direct3D 11. The first part of the book presents a conceptual introduction to Direct3D 11 including an overview of the Direct3D 11 rendering and computation pipelines and how they map to the underlying hardware. It also provides a detailed look at all of the major components of the library covering resources pipeline details and multithreaded rendering. Building upon this material the second part of the text includes detailed examples of how to use Direct3D 11 in common rendering scenarios. The authors describe sample algorithms in-depth and discuss how the features of Direct3D 11 can be used to your advantage. All of the source code from the book is accessible on an actively maintained open source rendering framework. The sample applications and the framework itself can be downloaded from http://hieroglyph3. codeplex. comBy analyzing when to use various tools and the tradeoffs between different implementations this book helps you understand the best way to accomplish a given task and thereby fully leverage the potential capabilities of Direct3D 11. Key FeaturesPresents the high level concepts used to design algorithms Describes the nuts and bolts of how to implement the algorithmsExplains each of the major components of the Direct3D 11 libraryShows how Direct3D 11 can be used in a variety of real-world situationsProvides source code and sample programs on a supplementary website GBP 46.99 1
GPU Pro 360 Guide to Shadows Wolfgang Engel’s GPU Pro 360 Guide to Shadows gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers various algorithms that are used to generate shadow data. This volume is complete with 15 articles by leading programmers that focus on achieving good visual results in rendering shadows. GPU Pro 360 Guide to Shadows is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs video consoles mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in rapidly evolving field of real-time rendering Takes practical approach that helps graphics programmers solve their daily challenges GBP 46.99 1
GPU Pro 360 Guide to Rendering Wolfgang Engel’s GPU Pro 360 Guide to Rendering gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers real-time rendering. This volume is complete with 32 articles by leading programmers that focus on the ability of graphics processing units to process and generate rendering in exciting ways. GPU Pro 360 Guide to Rendering is comprised of ready-to-use ideas and efficient procedures that can help solve many rendering programming challenges that may arise. Key Features: Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs video consoles and mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in the rapidly evolving field of real-time rendering Takes a practical approach that helps graphics programmers solve their daily challenges GBP 46.99 1
GPU Pro 360 Guide to 3D Engine Design Wolfgang Engel’s GPU Pro 360 Guide to 3D Engine Design gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers the design of a 3D engine. This volume is complete with articles by leading programmers that focus on various aspects of 3D engine design such as quality and optimization as well as high-level architecture. GPU Pro 360 Guide to 3D Engine Design is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs video consoles mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in rapidly evolving field of real-time rendering Takes practical approach that helps graphics programmers solve their daily challenges GBP 46.99 1
GPU Pro 360 Guide to Geometry Manipulation Wolfgang Engel’s GPU Pro 360 Guide to Geometry Manipulation gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers geometry manipulation in computer graphics. This volume is complete with 19 articles by leading programmers that focus on the ability of graphics processing units to process and generate geometry in exciting ways. GPU Pro 360 Guide to Geometry Manipulation is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs video consoles mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in the rapidly evolving field of real-time rendering Takes a practical approach that helps graphics programmers solve their daily challenges GBP 44.99 1
Digital Design in Action Creative Solutions for Designers Digital design is not only about creating visually appealing products and promotions; it needs to possess a practical aspect in addition to being aesthetically appealing. Digital Design in Action explores these pragmatic applications and the creative design aspects for various mediums including the web apps ePub visual presentations and PDF. Using the latest digital publishing tools and a project-based pedagogy this book includes projects ranging from real-world to experimental. Each chapter contains the perfect balance of vibrant figures techniques and applications to help guide the reader into harnessing their inner potential. Key Features Presents methodologies used to deploy layouts for multiple digital output using the latest tools and techniques Includes a supporting companion website containing digital examples plus all exercise files and supporting art Contains end-of-chapter exercises and real-world and experimental projects Structured to help design students create dynamic content in class and on the job later down the line. | Digital Design in Action Creative Solutions for Designers GBP 44.99 1
Situational Game Design Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts the book advances step-by-step to build up a set of practical tools for designing player-centric playful situations. While these tools provide a fresh perspective on familiar design challenges as well as those overlooked by more transactional design paradigms. Key Features Introduces a new methodology of game design that concentrates on moment-to-moment player experience Provides practical design heuristics for designing playful situations in all types of games Offers groundbreaking techniques for designing non-interactive play spaces Teaches designers how to create games that function as performances Provides a roadmap for the evolution of games as an art form. | Situational Game Design GBP 44.99 1
Surviving Game School...and the Game Industry After That Surviving Game School speaks about what to expect in a top game design or game development college program and what to expect once students get out. Making games is not at all the same as playing games. Uncommonly blunt the book reveals the rigors – and the joys – of working in this industry. Along the way the book touches on themes of time management creativity teamwork and burnout. The authors explore the impact working in the game industry can have on personal relationships and family life. The book closes with advice about life’s goals and building and keeping a sensible balance between work and everything else. Key Features: What you can expect from a top college Game Design Program from an experienced college professor What to expect while working in the games industry from 25-year veteran game developer. How to find an industry job after gaining a relevant college degree How to build and maintain a satisfying career in the games industry | Surviving Game School…and the Game Industry After That GBP 46.99 1
3D Origami Art Easily Create Origami with Curved Folds and Surfaces Origami making shapes only through folding reveals a fascinating area of geometry woven with a variety of representations. The world of origami has progressed dramatically since the advent of computer programs to perform the necessary computations for origami design. 3D Origami Art presents the design methods underlying 3D creations derived from computation. It includes numerous photos and design drawings called crease patterns which are available for download on the author‘s website. Through the book‘s clear figures and descriptions readers can easily create geometric 3D structures out of a set of lines and curves drawn on a 2D plane. The author uses various shapes of sheets such as rectangles and regular polygons instead of square paper to create the origami. Many of the origami creations have a 3D structure composed of curved surfaces and some of them have complicated forms. However the background theory underlying all the creations is very simple. The author shows how different origami forms are designed from a common theory. GBP 180.00 1
Game Anim Video Game Animation Explained What makes the difference between great video game animation and the purely functional and how does this relatively new medium of non-linear animation creation differ from the more traditional fields of film and television? This book de-mystifies the animation side of game development explaining every step of the process while providing valuable insights and work philosophies for creating the best game animation for beginners and professionals alike. Taking readers through a complete game production this book provides a clear understanding of expectations of the game animator at every stage featuring game animation fundamentals and how they fit within an overall project to offer a holistic approach to the field of game animation. Key Features Accumulated knowledge based on nearly two decades of insightful experience in all areas of video game animation. Establishes the fundamentals of creating great video game animation and how to achieve them. A step-by-step explanation of every stage of a game production from the animator’s perspective. Readers should come away with an understanding of the expectations of a video game animator. | Game Anim Video Game Animation Explained GBP 140.00 1
Interactive Stories and Video Game Art A Storytelling Framework for Game Design The success of storytelling in games depends on the entire development team—game designers artists writers programmers and musicians etc. —working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us Journey and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming’s principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality filmmakers gamification and transmedia experts and everybody else interested in experiencing resonant and meaningful interactive stories. Key Features: The first book to define a common visual and interactive language for understanding and orchestrating sophisticated stories in video games Accessible to industry professionals as well as non-developers Featured concepts apply to all media with an interactive component including: transmedia gamification and interactive art The definitive framework for designing interactive stories | Interactive Stories and Video Game Art A Storytelling Framework for Game Design GBP 46.99 1
Luck Logic and White Lies The Mathematics of Games Praise for the First Edition Luck Logic and White Lies teaches readers of all backgrounds about the insight mathematical knowledge can bring and is highly recommended reading among avid game players both to better understand the game itself and to improve one’s skills. – Midwest Book Review The best book I've found for someone new to game math is Luck Logic and White Lies by Jörg Bewersdorff. It introduces the reader to a vast mathematical literature and does so in an enormously clear manner. – Alfred Wallace Musings Ramblings and Things Left Unsaid The aim is to introduce the mathematics that will allow analysis of the problem or game. This is done in gentle stages from chapter to chapter so as to reach as broad an audience as possible . Anyone who likes games and has a taste for analytical thinking will enjoy this book. – Peter Fillmore CMS Notes Luck Logic and White Lies: The Mathematics of Games Second Edition considers a specific problem—generally a game or game fragment and introduces the related mathematical methods. It contains a section on the historical development of the theories of games of chance and combinatorial and strategic games. This new edition features new and much refreshed chapters including an all-new Part IV on the problem of how to measure skill in games. Readers are also introduced to new references and techniques developed since the previous edition. Features Provides a uniquely historical perspective on the mathematical underpinnings of a comprehensive list of games Suitable for a broad audience of differing mathematical levels. Anyone with a passion for games game theory and mathematics will enjoy this book whether they be students academics or game enthusiasts Covers a wide selection of topics at a level that can be appreciated on a historical recreational and mathematical level. Jörg Bewersdorff (1958) studied mathematics from 1975 to 1982 at the University of Bonn and earned his PhD in 1985. In the same year he started his career as game developer and mathematician. He served as the general manager of the subsidiaries of Gauselmann AG for more than two decades where he developed electronic gaming machines automatic payment machines and coin-operated Internet terminals. Dr. Bewersdorff has authored several books on Galois theory (translated in English and Korean) mathematical statistics and object-oriented programming with JavaScript. *Here is the list of Errata for the second edition of Luck Logic and White Lies: The Mathematics of Games: http://bewersdorff-online. de/LLWL-errata. pdf | Luck Logic and White Lies The Mathematics of Games GBP 44.99 1