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Computers
: Entertainment & Games
Entertainment & Games eBooks
You have selected the subject of Entertainment & Games. The eBooks in this subject are listed below.
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RESULTS: 1 to 10 of 63
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Second Life For Dummies
By: Robbins, Sarah; Bell, Mark
Published by: For Dummies
Covers topics such as: what to do once you get off Orientation Island and how to get around; customizing your avatar to get the look you want; exchange rates from real world dollars to Linden dollars; managing your finances and making purchases; meeting folks you want to meet and deflecting those you don't; and developing a home base for yourself.
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Price: $24.99
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Complete Guide to Game Audio
By: Marks, Aaron
Published by: Focal Press (Elsevier Science & Technology Books)
This comprehensive guide gives readers with basic music compositional skills the information they need to become commercially viable artisans. In addition to providing a foundation of prerequisite technical skills, including basic audio considerations and sound file formats, the book teaches the business skills needed to work successfully as an audio technician in the game development business. How-to features take the reader step-by-step, from purchasing the right equipment, understanding the various game platforms, and composing music and creating sound effects specifically for games, to the ins and outs of marketing, producing demo reels, determining fees, bidding projects, and negotiating contracts.
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Price: $34.95
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Winning on Betfair For Dummies®
By: Houghton, Jack
Published by: John Wiley & Sons, Ltd.
The world of betting is being transformed by internet betting exchanges, and there’s none bigger than Betfair, the world’s leading online betting exchange. Winning on Betfair For Dummies is the definitive insider’s guide, giving you a full picture of the way Betfair works, explaining the terms, lingo and jargon, and letting you in on insider knowledge and know-how.
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Price: $9.99
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Collision Detection in Interactive 3D Environments
By: van den Bergen, Gino
Published by: Morgan Kaufmann (Elsevier Science & Technology Books)
The heart of any system that simulates the physical interaction between objects is collision detectionthe ability to detect when two objects have come into contact. This system is also one of the most difficult aspects of a physical simulation to implement correctly, and invariably it is the main consumer of CPU cycles. Practitioners, new to the field or otherwise, quickly discover that the attempt to build a fast, accurate, and robust collision detection system takes them down a long path fraught with perils and pitfalls unlike most they have ever encountered. Without in-depth knowledge and understanding of the issues associated with engineering a collision detection system, the end of that path is an abyss that has swallowed many a good programmer! Gino van den Bergen's new book is the story of his successful journey down that path. The outcome is his well-known collision detection system, the SOftware Library for Interference Detection (SOLID). Along the way, he covers the topics of vector algebra and geometry, the various geometric primitives of interest in a collision system, the powerful method of separating axes for the purposes of intersection testing, and the equally powerful Gilbert-Johnson-Keerthi (GJK) algorithm for computing the distance between convex objects. But this book provides much more than a good compendium of the ideas that go into building a collision system. The curse of practical computational geometry is floating-point arithmetic. Algorithms with straightforward implementations when using exact arithmetic can have catastrophic failures in a floating-point system. Specifically, intersection and distance algorithms implemented in a floating-point system tend to fail exactly in the most important case in a collision systemwhen two objects are just touching. Great care must be taken to properly handle floating-point round off errors. Gino's ultimate accomplishment in this book is his presentation on how to correctly implement the G
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Price: $73.95
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Dungeons & Dragons® For Dummies®
By: Slavicsek, Bill; Baker, Rich; Mohan, Kim (other)
Published by: John Wiley & Sons, Inc.
The fun and easy way to get started in this popular fantasy role-playing game
Market research indicates that 4 million American males, ages 8 to 45, play Dungeons & Dragons, while 7.6 million who havent played say they want to learn how. The popularity of recent sci-fi and fantasy movies has also boosted interest.
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Price: $19.99
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Extreme NXT
By: Gasperi, Michael; Hurbain, Philippe; Hurbain, Isabelle
Published by: Springer
Deals with computers/software.
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Price: $34.99
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Grand Theft Childhood
By: Kutner, Lawrence; Olson, Cheryl
Published by: SIMON & SCHUSTER
Listening to pundits and politicians, you'd think that the relationship between violent video games and aggressive behavior in children is clear. Children who play violent video games are more likely to be socially isolated and have poor interpersonal skills. Violent games can trigger real-world violence. The best way to protect our kids is to keep them away from games such as Grand Theft Auto that are rated M for Mature. Right?. Wrong. In fact, many parents are worried about the wrong things!
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Price: $17.99
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Professional XNA Game Programming
By: Nitschke, Benjamin
Published by: Wrox
You haven't experienced the full potential of Xbox 360 or Windows until you've created your own homebrewed games for these innovative systems. With Microsoft's new XNA Framework, the only thing limiting you is your imagination. Now professional game developer and Microsoft DirectX MVP Benjamin Nitschke shows you how to take advantage of the XNA Game Studio Express tools and libraries in order to build cutting-edge games.
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Price: $39.99
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Winning at Internet Poker For Dummies®
By: Harlan, Mark "The Red"; Derossi, Chris
Published by: John Wiley & Sons, Inc.
The fun and easy way to take poker online
Five years ago, 50 million people were playing poker recreationally or professionally. Now that number is more than 100 million, including a huge influx of young people. Online betting is up nearly four-fold over the past year, with total wagers running over $30 billion.
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Price: $16.99
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3D Game Textures
By: Ahearn, Luke
Published by: Focal Press (Elsevier Science & Technology Books)
A tutorial for beginning game artists and enthusiasts to learn how to create textures at the professional level.
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Price: $51.95
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RESULTS: 1 to 10 of 63
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