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Adobe Dimension CC Classroom in a Book (2019 Release), First Edition

Adobe Dimension CC Classroom in a Book (2019 Release), First Edition

by Keith Gilbert
288 Pages · 2015 · 22 MB · 7 Downloads · New!
" Happiness doesn't result from what we get, but from what we give. ” ― Ben Carson
Adobe Illustrator Classroom in a Book (2020 release)
by Brian Wood
480 Pages · 2015 · · 3,106 Downloads · New!
The “Adobe Illustrator Classroom in a Book” is a helpful book for all the photographers and video editors. Brian Wood is the author of this book.  Brian Wood is a content developer and the author of more than 15 books related to Illustrator, InDesign, Muse, etc. All these books engage all the reader from start to end of page and worth to read. This book based on 16 lessons that cover the basics and beyond, providing countless tips and techniques and help you to become more productive with the program. You can follow any chapter that interest you or from start to finish.
How to Render
by Scott Robertson, Thomas Bertling
272 Pages · 2014 · 305 MB · 27 Downloads · New!
“How to Render: the fundamentals of light, shadow and reflectivity” covers fundamentals of light, shadow and reflectivity. Scott Robertson and Thomas Bertling are the authors of this book. Scott Robertson has almost two decades of experience teaching how to design, draw, and render. He has authored or co-authored 11 books on design and concept art. The book “How to Render” focus on helping to improve visual understanding of the world around and on techniques for representing that world. It has a lot of content for every situation you will find yourself in as an artist. If you draw from photo references, there s a lesson, if you use markers to render, there is a lesson and if you are drawing from life, there is a lesson. This is amazing because it never assumes you will use the same techniques with every medium or every reference. Rendering is different for every situation and it takes the time to show examples for each. In short, if you are looking to take your artwork to a higher level but are at a loss as to where to find the knowledge, you cannot go wrong in downloading this book or Scott’s other work, “How To Draw”. Both are excellent resources and are highly recommended.
Game Engine Architecture, Third Edition
by Gregory Sandor
1240 Pages · 2015 · 23 MB · 18 Downloads · New!
The “Game Engine Architecture, Third Edition” is an enlightening book for all game designers and developers. The author of this wonderful book is Gregory Sandor. Sandor has worked as a software engineer in the game industry since 1999. He also developed engine and gameplay software for every game in the Uncharted series. He got his start in game programming at Midway Home Entertainment in San Diego. Game Engine Architecture describes a wide range of technologies and new techniques. This book gives a complete guide to the theory and practice of game engine software development. It also provides several sections with example code and describes how to complete game design. Game Engine Architecture based on the latest variant of the C++ programming language, C++11, and the architectures of eight generations of gaming console. Game Engine Architecture also covers key concepts at a high level that most people would understand.  It engages all the reader from start to end of the page. This book explains things like octal and binary space partitioning, how they work and the situations in which you would use them. In short, Game Engine Architecture is a great book for all who are interested in game design.
Pro Android Games
by Vladimir Silva
316 Pages · 2015 · 4 MB · 14 Downloads · New!
The “Pro Android Games (Books for Professionals by Professionals), 1st Edition” is an essential book for Android game developers. Vladimir Silva is the author of this game programming book. Vladimir holds a master’s degree in computer science from Middle Tennessee State University. He worked for four years at IBM as a research engineer, where he acquired extensive experience in distributed and grid computing research. In this book, Vladimir Silva guides the reader on how to build cool games like Space Blaster and the classic Asteroids from scratch on the latest Android platform. It is very helpful for those people who have enough patience to learn to make complex games for the android platform. With the help of this book, the reader will learn how to set up a Linux system for hybrid game compilation, how to combine Java and C code in an elegant manner by building a simple Java application. The reader will learn how to tackle pure Java gaming with two practical games, Space Blaster and the arcade classic Asteroids. To sum it up, Pro Android Games is a necessary book for Android developers interested in game application development.

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