Showing posts with label game development. Show all posts
Showing posts with label game development. Show all posts

5/13/2012

Dynamic Simulations of Multibody Systems Review

Dynamic Simulations of Multibody Systems
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This book is very unique in that it successfully combines
Physically Based Modeling with Computational Geometry.
Everyone in developing realtime dynamic simulation systems
with 3-dimensional computer graphics should have one.

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This book introduces the techniques needed to produce realistic simulations and animations of particle and rigid body systems. It focuses on both the theoretical and practical aspects of developing and implementing physically based dynamic simulation engines that can be used to generate convincing animations of physical events involving particles and rigid bodies. It can also be used to produce accurate simulations of mechanical systems, such as a robotic parts feeder. The book is intended for researchers in computer graphics, computer animation, computer-aided mechanical design and modeling software developers.

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11/27/2011

Introduction to Solid Modeling Review

Introduction to Solid Modeling
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I read the book " Introduction to solid modelling" & I liked it because it gives a first hand exposure to solid modelling to the engineering professionals who are on the brink of trying to understand solid modelling & its uses in their respective area of applications. It also helps the "C" savvy engineering application developers to understand the intricacies in developing a cad package using solid modelling techniques.

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11/15/2011

Simulation and Event Modeling for Game Developers Review

Simulation and Event Modeling for Game Developers
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This book provides an introduction to some of the basic concepts
involved in using simulation as a part of computer applications and
games. Its content is both conceptual and practical. Conceptually, it
provides extended discussions of some of the theory that might be involved
in simulation design. The theory in part relates to literary and
sociological approaches to cultural criticism, so if you do not do much
reading in this area, you will find the language fairly strange. The
vocabulary goes beyond anything you'll ever find in a standard book on
programming (iconic logic, hermeneutics, phenomenology, and so on). On
a practical level the book provides several MS Studio projects that put
the concepts to use. In most of the chapters it provides extended
discussions of C++ and DirectX, and in this respect it is helpful to
beginning programmers. The last chapter includes a C# project that can
be used for testing games. The testing theory is supported by software
included with SmartDraw.

One of the games included with the book is called Gold Finder. It is a
good start if you want to create a 3-D game. It is complete, so you
can play it and then start modifying it. It includes a 3-D model of a
man. You control the model as it walks around a world and searches for
gold. The book provides a 2-D simulation that shows how a big
retail store can wipe out local economies. If you do not like criticism
of the way corporations do this sort of thing, then you will probably
not like this chapter. The authors don't try to force anything on you,
however. The book also includes a 2-D simulation of a forest fire. The
best thing to do is start with these projects and remake them for
yourself. The authors try to discuss the software in both theoretical
and practical terms so that you can work with it to conceptualize what
you are doing while programming. There are software packages you can
buy to do this sort of thing, but through this approach, you get a chance
to build programs from scratch using Direct X , C++, and C#.

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"Simulation and Event Modeling for Game Developers" addresses the urgent need a for practical, hands-on introduction to developing event models and simulations for computer games. This book provides a comprehensive introduction for understanding, designing, programming, and testing software for models and simulations. Readers will begin with an introduction to the conceptual foundations of simulation and how to gather requirements and design software for simulation. From there, the reader covers a C++/DirectX framework that can be used to develop simulations and learns how to set up worlds and entities for simulation. Readers will also examine AI, physics, and environments for event simulation as well as the development of models for simulating entire systems, such as floods and traffic flows. The book wraps up with coverage of testing simulation software. Throughout, the book provides numerous working examples readers can recreate or run as demonstrations and exposes readers to practical and theoretical considerations involved in the planning, development, and testing of games and system model. Each chapter emphasizes a hand-on approach to learning.

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10/12/2011

Geometric Modeling Review

Geometric Modeling
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This book is a definitive introduction to geometric modeling. However, the sections on solid modeling and surface-surface intersection are lacking in depth. A serious reader may consider consulting books by Farin and Piegl for Geometric modeling and Hoffman/Mantyla for solid modeling.

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Describes and compares all the important mathematical methods for modeling curves, surfaces, and solids.Prepares the reader for more advanced topics, such as 3D modeling, CAD/CAM, animation, and scientific visualization.Incorporates references throughout the text to direct the reader to more specialized treatments of the subjects.Carefully designed illustrations and exercises support each mathematical concept presented.Offers hundreds of exercises to test the readers comprehension.


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8/07/2011

3D Modeling in Silo: The Official Guide Review

3D Modeling in Silo: The Official Guide
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If you really want to learn the program Silo, this book will have you covered. It is rated for the Novice to Intermediate and that is what the book is for, though a beginner or expert may be able to use the book as the basis for learning Silo's features, the project would be a bit much for the beginner and probably bore an expert level user.
The book's layout is excellent and there are plenty of pictures. Most the of the images, and they're referenced often, lack enough contrast to allow you to actually see what the authors are talking about. However, you can download the models on a chapter by chapter basis if you really need to visually confirm how something was done. There is also a Bonus chapter on UV Mapping that is a must download.
I'm not someone who feels they need to model everything from scratch and only model when I simply cannot find what I'm looking for or need something special and got the book to get a better grasp of some of the more advanced features of Silo (Displacement Painting, etc.) So for me, I found the book to be an excellent purchase from Amazon.
If you own Silo, and your name is not Glen Southern, Amazon has the book for you!

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Create high-quality models in no time at all with these comprehensive, full-color, techniques and tutorials from Antony Ward and David Randall. These step-by-step tutorials walk readers through the creation of a high-quality female model while teaching you the basics and principles behind 3D modeling in Silo - including modeling the face and clothes, creating textures, and posing the character. The companion website includes all of the tutorial and project files. This book is officially endorsed and co-written by the creators of Silo, Nevercenter. Features include:* See how to create three main models - A base mesh, a detailed female base mesh and the final cover character, Jade Raven.* Covers both organic and hard surface modeling techniques.* Introduces the reader to more advanced Silo tools like Paint Displacement and UV Mapping.* Full of bonus material and information to make you a more efficient 3D artist.* The techniques featured can also be applied to other 3D applications, making the skills you will learn easily transferable.* Get money off Silo with the discount code included.


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