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theand技术游戏 | FlashMX/Flex源码 2022-10-02 106 0star收藏 版权: . 保留作者信息 . 禁止商业使用 . 禁止修改作品
lt;divstyle=font-weight:bold;color:#FF0000;gt;【提示】自2011年4月起,下载核心推出新功能,一次性兼并一切分卷上传的资源。该资源现在可直接下载完整版:lt;ahref=/data/150914target=_blankgt;/data/150914lt;/agt;。lt;/divgt;两个分包的下载地址:part1:/data/150912part2:/data/150914?本书是一部综合介绍游戏的设计与开发的图书。它从设计、美术、技术、管理、文明等很多方面打开,不只包括了西方游戏业界广泛使用、业已老练的技术和方法,也收入了一些刚刚走出大学实验室、极有市场前景的理论和技术。因而,本书不只可以帮助读者打下厚实的相关知识基础,还有助于读者扩展前瞻思路。?本书用于的读者群是游戏业的从业人员和大中学生中的游戏爱好者,也合适作为游戏业界的培训教材及相关高等院校的参考教材。?本书以这两个结构结构为基础,从设计、美术、技术、管理、文明等很多观点介绍了游戏设计与开发的一系列方法和原理。本书中所介绍的技术和思路,一部分是西方游戏界所广泛使用的方法,另一部分足刚刚走出大学实验室的理论和技术。前者通过了时刻和实际办公的考验,现已非常老练;后者尽管还比较单薄,但包括有很多新颖的思路和新奇的主意。理解前者,可以帮助读者打下厚实的基础;理解后者,则可以帮助读者扩展思路。?本书统筹了游戏设计与开发中的技术层面和艺术层面。介绍技术层面时,着眼于技术发展的总体结构和头绪,力求使得读者们理解某种技术为何而来、如何使用、将来趋势如何;议论艺术层面时,则侧重可控制的可过程化的部分,预防虚化。?本书中你可看到一种全新的视角。你将会知道到迪斯尼的动画规律和戚继光兵书中的格斗要义相合,算法评价的思路和MG国父们的开国理念共同,分类法对游戏性定义的启示,时尚的VR技术原只不过足几个世纪人们复现现实尽力的连续。你会感悟到文理可以互通,历史知识可以驱动技术发展。这种写法,突破了通常计算机技术书本的局限性,增加了可读性。正如前人所说:“汝果欲学诗,功夫在诗外!”这本书将给对游戏具有的无比热忱的你以“涛外功夫”的启示。?本书用于的读者群足游戏业的从业人员和大中学生中的游戏爱好者,也合适作为游戏业界的培训教材及相关高等院校的参考教材。
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(lt; divstyle=font-weight:bold; color:#FF0000; gt; [Prompt] Since April 2011, the download core has launched new functions, and all resources uploaded in separate volumes have been merged at one time. The full version of this resource can now be downloaded directly: lt; ahref=/data/150914target=_ blankgt;/ data/150914lt;/ agt;。 lt;/ divgt; The download addresses of the two subcontracts are: part1:/data/150912part2:/data/150914? This book is a comprehensive introduction to the design and development of games. It is open from many aspects such as design, art, technology, management, civilization, etc. It not only includes the sophisticated technologies and methods widely used in the western game industry, but also includes some theories and technologies that have just gone out of the university laboratory and have great market prospects. Therefore, this book can not only help readers lay a solid foundation of relevant knowledge, but also help readers expand their forward-looking thinking. ".? This book is intended for the audience of game industry practitioners and game enthusiasts among college and middle school students. It is also suitable for training materials in the game industry and reference materials for relevant colleges and universities.? Based on these two structures, this book introduces a series of methods and principles of game design and development from the perspectives of design, art, technology, management, civilization, etc. The techniques and ideas introduced in this book are part of the methods widely used in the western game industry, and part of the theories and techniques just come out of the university laboratory. The former has passed the test of time and actual office work and is now very sophisticated; Although the latter is relatively thin, it includes many new ideas and novel ideas. Understanding the former can help readers lay a solid foundation; Understanding the latter can help readers expand their thinking.? This book integrates the technical and artistic aspects of game design and development. When introducing technology, we focus on the overall structure and clue of technology development, and strive to make readers understand why a certain technology came, how to use it, and what the future trend will be; When discussing the artistic level, we should focus on the controllable and processable parts to prevent virtualization.? You can see a new perspective in this book. You will know that Disney's animation rules are consistent with the fighting essentials in Qi Jiguang's military book. The idea of algorithm evaluation is the same as the founding philosophy of the American fathers. The classification method has inspired the definition of gameplay. The fashionable VR technology was just a continuous effort of people to reappear the reality for several centuries. You will realize that liberal arts and science can communicate, and historical knowledge can drive technological development. This method of writing breaks through the limitations of conventional computer technology books and increases readability. As the predecessors said, "If you want to learn poetry, your kung fu is beyond poetry!" This book will give you the inspiration of "Tao Wai Kung Fu" for your great enthusiasm for games.? This book is intended for readers who are interested in the game industry and game enthusiasts among college and middle school students. It is also suitable for training materials in the game industry and reference materials for relevant colleges and universities.
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