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Computer games; Programming

Most popular at the top

  • Game Physicsby David H. Eberly

    Elsevier Science 2010; US$ 87.95

    "Game Physics, 2nd Edition" provides clear descriptions of the mathematics and algorithms needed to create a powerful physics engine - while providing a solid reference for all of the math you will encounter anywhere in game development: quaternions, linear algebra, and calculus. Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics and physics. Previously, the relevant information could only be gleaned through obscure research papers. Thanks to "Game Physics", all this information is now available in a single, easily accessible volume. The new 2nd edition is the much-anticipated update that incorporates new info on how to implement... more...

  • Microsoft® XNA® Game Studio 4.0: Learn Programming Now!by Rob Miles

    Microsoft Press 2011; US$ 23.99

    Now you can build your own games for your Xbox 360®, Windows® Phone 7, or Windows-based PC—as you learn the underlying concepts for computer programming. Use this hands-on guide to dive straight into your first project—adding new tools and tricks to your arsenal as you go. No experience required! Learn XNA and C# fundamentals—and increase the challenge with each chapter Write code to create and control game behavior Build your game’s display—from graphics and text to lighting and 3-D effects Capture and cue sounds Process input from keyboards and gamepads Create features for one or multiple players Tweak existing games—and invent totally new ones more...

  • Sams Teach Yourself Game Programming in 24 Hours, Adobe Readerby Michael Morrison

    Pearson Education 2002; US$ 27.99

    This is the eBook version of the printed book. If the print book includes a CD-ROM, this content is not included within the eBook version. Sams Teach Yourself Game Programming in 24 Hours demystifies game programming by providing clear, practical lessons using C/C++, the industry standard in game programming. The book focuses on the Windows API to construct games for the Windows platform and discusses game theory, including double-buffered graphics, sprite animation, and digitized sound effects and music. A fully functional game engine provides readers with the ability to create their own future games. more...

  • Sams Teach Yourself Game Programming with DirectX in 21 Days, Adobe Readerby Clayton Walnum

    Pearson Education 2002; US$ 35.99

    This is the eBook version of the printed book. If the print book includes a CD-ROM, this content is not included within the eBook version. The introductory chapters provide a solid basis in using Direct3D and DirectSound in a 2D gaming environment, providing not only the necessary theoretical discussions, but also sample programs that demonstrate the concepts discussed. Once the reader learns these basic DirectX techniques, the book leads the reader through the design and programming of a console-style computer role-playing game. As the reader builds the game piece by piece, he not only applies what he's learned about Direct3D and DirectSound, but also learns the fundamental skills needed to program games. Currently, no other book on... more...

  • Game Console Hackingby Joe Grand; Albert Yarusso

    Syngress Publishing 2004; US$ 41.95

    The worldwide video game console market surpassed $10 billion in 2003. Current sales of new consoles is consolidated around 3 major companies and their proprietary platforms: Nintendo, Sony and Microsoft. In addition, there is an enormous installed "retro gaming" base of Ataria and Sega console enthusiasts. This book, written by a team led by Joe Grand, author of "Hardware Hacking: Have Fun While Voiding Your Warranty", provides hard-core gamers with they keys to the kingdom: specific instructions on how to crack into their console and make it do things it was never designed to do. By definition, video console game players like to have fun. Most of them are addicted to the adrenaline rush associated with "winning", and even more so when the... more...

  • 3D Game Engine Architectureby David H. Eberly

    Elsevier 2004; US$ 89.95

    Dave Eberly's 3D Game Engine Design was the first professional guide to the essential concepts and algorithms of real-time 3D engines and quickly became a classic of game development. Dave's new book 3D Game Engine Architecture continues the tradition with a comprehensive look at the software engineering and programming of 3D engines. This book is a complete guide to the engineering process, starting with a walk-through of the graphics pipeline showing how to construct the core elements of 3D systems, including data structures, the math system, and the object system. Dave explains how to manage data with scene graphs, how to build rendering and camera systems, and how to handle level of detail, terrain, and animation. Advanced rendering... more...

  • Building Interactive Worlds in 3Dby Jean-Marc Gauthier

    Elsevier 2005; US$ 60.95

    In Building Interactive Worlds in 3D readers will find turnkey tutorials that detail all the steps required to build simulations and interactions, utilize virtual cameras, virtual actors (with self-determined behaviors), and real-time physics including gravity, collision, and topography. With the free software demos included, 3D artists and developers can learn to build a fully functioning prototype. The book is dynamic enough to give both those with a programming background as well as those who are just getting their feet wet challenging and engaging tutorials in virtual set design, using Virtools. Other software discussed is: Lightwave, and Maya. The book is constructed so that, depending on your project and design needs, you can read the... more...

  • Recording Tips for Engineersby Tim Crich

    Elsevier 2005; US$ 40.95

    Get ahead in the business - be the engineer everyone wants to hire - achieve success with the very best recordings. Tim Crich?s bestselling Recording Tips for Engineers provides the knowledge you need to rise to the top. From years of experience working with big name rock stars, Tim Crich shares his expertise and gives you all the essential insider tips and short cuts. Great for engineers of all levels, this guide is packed with simple and practical advice using real life studio situations. The bulleted lists and clear illustrations will save you valuable time and allow for fast in session reference. Includes: * Tips on proper microphone choice, setup and placement * Full sections on equalization and compression methods * Guidance on... more...

  • Algorithms and Networking for Computer Gamesby Jouni Smed; Harri Hakonen

    John Wiley & Sons, Ltd. 2006; US$ 100.00

    Algorithms and Networking for Computer Games is an essential guide to solving the algorithmic and networking problems of modern commercial computer games, written from the perspective of a computer scientist. Combining algorithmic knowledge and game-related problems, the authors discuss all the common difficulties encountered in game programming. The first part of the book tackles algorithmic problems by presenting how they can be solved practically. As well as "classical" topics such as random numbers, tournaments and game trees, the authors focus on how to find a path in, create the terrain of, and make decisions in the game world. Part two introduces networking related problems in computer games and focuses on three key questions: how... more...

  • Networking and Online Gamesby Grenville Armitage; Mark Claypool; Philip Branch

    John Wiley & Sons, Ltd. 2006; US$ 110.00

    The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations... more...