Autor:
CMP
Verlag:
CMP
Jahr:
2005
Medium:
Taschenbuch
Sprache:
Englisch
Zustandsbeschreibung
sehr gut, wurde gelesen, wirkt aber wie neu
Artikelbeschreibung
Ausgabe August 2005 der Zeitschrift Game Developer Magazine.
Ich habe noch viele weitere Ausgaben der Zeitung und weitere Bücher und Zeitschriften zum Thema Spieleentwicklung eingestellt.
Inhalt dieser Zeitschrift:
Head Games: Double Fine's Psychonautic Break
By Caroline Esmurdoc
Psychonauts, the warped action platform title which takes place entirely in a character's head, is the first effort from Tim Schafer's San Francisco-based Double Fine Productions, and went through two publishers and four years of cinched belts before seeing the light of day. What holds a development team together when the game they're making is literally straining toward psychosis?
Act of Mod: Building Sid Meier's Civilization IV for Customization
By Mustafa Thamer
It's a mod mod world and Sid Meier's latest game was built to accommodate it; Civilization IV was designed so that players could customize nearly every bit of it. One programmer from Firaxis Games explains how such a project was planned for and pulled off.
Business level: Growing Pandemic
By Josh Resnick
In this special, expanded Business Level column, an executive from Pandemic Studios, makers of Destroy All Humans! and Full Spectrum Warrior, shares the company vision: grow, but never at the expense of your employees.
HDR-evolution with Frame Buffer Objects for OpenGL
By Allen Sherrod
High dynamic range (HDR) rendering is a technique used to retain the color precision of a rendered scene as it goes through the rendering pipeline, recently in the news due to Valve's HDR-utilizing Half-Life 2: Lost Coast expansion. This technical article talks about ways to use frame buffer objects for off-screen rendering to help facilitate HDR effects, and gives practical examples of how to do so in terms of OpenGL code.
Game Plan
By Simon Carless
Psycho Kipper
Heads Up Display
Siggraph preview, IGDA makeover, 3DS Max 8 announced, and more
Skunk Works
By James Alguire and Justin Lloyd
SensAble Technologies' ClayTools System and NaturalMotion's endorphin 2.0
Pixel Pusher
By Steve Theodore
Dry Eyes: Building Eyes for Animation
Inner Product
By Sean Barrett
Scanning Large Directories
Game Shui
By Noah Falstein
Right to Bare Arms
Aural Fixation
By Alexander Brandon
Fun Audio Design
A Thousand Words
Sony's Shadow of the Colossus
Ich habe noch viele weitere Ausgaben der Zeitung und weitere Bücher und Zeitschriften zum Thema Spieleentwicklung eingestellt.
Inhalt dieser Zeitschrift:
Head Games: Double Fine's Psychonautic Break
By Caroline Esmurdoc
Psychonauts, the warped action platform title which takes place entirely in a character's head, is the first effort from Tim Schafer's San Francisco-based Double Fine Productions, and went through two publishers and four years of cinched belts before seeing the light of day. What holds a development team together when the game they're making is literally straining toward psychosis?
Act of Mod: Building Sid Meier's Civilization IV for Customization
By Mustafa Thamer
It's a mod mod world and Sid Meier's latest game was built to accommodate it; Civilization IV was designed so that players could customize nearly every bit of it. One programmer from Firaxis Games explains how such a project was planned for and pulled off.
Business level: Growing Pandemic
By Josh Resnick
In this special, expanded Business Level column, an executive from Pandemic Studios, makers of Destroy All Humans! and Full Spectrum Warrior, shares the company vision: grow, but never at the expense of your employees.
HDR-evolution with Frame Buffer Objects for OpenGL
By Allen Sherrod
High dynamic range (HDR) rendering is a technique used to retain the color precision of a rendered scene as it goes through the rendering pipeline, recently in the news due to Valve's HDR-utilizing Half-Life 2: Lost Coast expansion. This technical article talks about ways to use frame buffer objects for off-screen rendering to help facilitate HDR effects, and gives practical examples of how to do so in terms of OpenGL code.
Game Plan
By Simon Carless
Psycho Kipper
Heads Up Display
Siggraph preview, IGDA makeover, 3DS Max 8 announced, and more
Skunk Works
By James Alguire and Justin Lloyd
SensAble Technologies' ClayTools System and NaturalMotion's endorphin 2.0
Pixel Pusher
By Steve Theodore
Dry Eyes: Building Eyes for Animation
Inner Product
By Sean Barrett
Scanning Large Directories
Game Shui
By Noah Falstein
Right to Bare Arms
Aural Fixation
By Alexander Brandon
Fun Audio Design
A Thousand Words
Sony's Shadow of the Colossus
Schlagworte
Spieleentwicklung, game design, game development, Computerspiele
Kategorie