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游戏英语教程

书      号:9787113159702

丛  书 名:十二五”高等学校动漫游戏专业设计丛书

作      者:房晓溪

译      者:

开      本:16开

装      帧:平装

正文语种:

出  版 社:中国铁道出版社有限公司

定      价:33

  • 内容简介

    游戏产业和相关游戏教育行业越来越呈现跨国界的特点,从游戏策划到3D游戏设计和开发,国际交流越来越广泛。本书用5个部分32章的内容全面收集了国内外经典游戏案例并且论述了游戏的策划、美术、程序及运营全部过程的理论和实践。读者可以学到原汁原味的国际国内经典游戏的特色和规律,可以极大地提高读者设计和制作游戏的能力。
    本教材适合作为高等学校动漫游戏专业学生的教材,也可作为动漫游戏爱好者的参考用书。
  • 前言

    随着计算机技术、网络技术和数字通信技术的高速发展与融合,传统的广播、电
    视、电影快速地向数字音频、数字视频、数字电影方向发展,与日益普及的电脑动
    画、虚拟现实等构成了新一代的数字传播媒体。数字媒体艺术专业是一个宽口径的以技
    术为主、艺术为辅,技术与艺术相结合的新专业。本专业的毕业生需要掌握信息与通信
    领域的基础理论与方法,具备数字媒体制作、传输与处理的专业知识和技能,并具有一
    定的艺术修养,能综合运用所学知识与技能去分析和解决实际问题。
    数字媒体艺术专业旨在培养具有良好的科学素养以及美术修养、既懂技术又懂艺
    术、能利用计算机新的媒体设计工具进行艺术作品的设计和创作的复合型应用设计人
    才。使学生能较好地掌握计算机科学与技术的基本理论、知识和技能,能熟练掌握各种
    数字媒体制作软件,具有较好的美术鉴赏能力和一定的美术设计能力,能应用新的数字
    媒体创作工具从事平面设计,网络媒体制作,游戏、动画制作,数码视频编辑和数字化
    园林景观设计等方面工作的专业技术人才。
    本书用5个部分32章的内容全面展示了国内外经典游戏案例并且论述了游戏的策
    划、美术设计、程序设计及运营全部过程的理论和实践。读者可以领略到原汁原味的
    国际国内经典游戏的特色及其共有规律,可以极大地提高读者设计和制作游戏的能
    力。本教材适合作为高等学校动漫游戏专业学生的教材,也可作为动漫游戏爱好者的
    参考用书。
    本书由北京吉利大学房晓溪任主编,并负责全书的结构设计及最后的定稿。侯宇坤
    任副主编,负责全书的内容编写。在编写过程中,作者参阅了大量同类教材、专著,在
    此向相关作者表示衷心的感谢。由于时间仓促和水平有限,书中难免有不妥之处,敬请
    读者批评指正。
    编者
    2012年8月
  • 目录

    Contents
    PART Ⅰ INTRODUCTION
    Chapter 1 What Is Game .............................................................. 003
    1.1 Decision Making ........................................................................................................... 003
    1.2 Goals ............................................................................................................................. 004
    1.3 Opposition ...................................................................................................................... 005
    1.4 Managing Resources ...................................................................................................... 006
    1.5 Game Tokens ................................................................................................................. 007
    1.6 Information .................................................................................................................... 007
    Chapter 2 GameSpy’ 7 Most Influential People in Gaming ............ 009s
    2.1 Ed Fries(Microsoft).................................................................................................... 009
    2.2 Alexey Pajitnov(Microsoft)........................................................................................ 009
    2.3 Gabe Newell(Valve Software).................................................................................... 010
    2.4 John Romero(Monkeystone)...................................................................................... 011
    2.5 John Carmack(ID Software)....................................................................................... 012
    2.6 Sid Meier(Firaxis Games).......................................................................................... 013
    2.7 Shigeru Miyamoto ......................................................................................................... 014
    Chapter 3 The Type of Game ........................................................ 017
    3.1 The Type of Game Design ............................................................................................. 017
    3.2 Sports Games ................................................................................................................. 018
    3.3 Fighting Games .............................................................................................................. 020
    3.4 Puzzle Games ................................................................................................................. 021
    3.5 Real-time Strategy Games ............................................................................................. 022
    3.6 Role-playing Games ...................................................................................................... 024
    3.7 First-person and Third-person Action Games ................................................................ 026
    3.8 Simulations .................................................................................................................... 027
    Chapter 4 Fundamentals of Computers ......................................... 028
    4.1 Cathode Ray Tube Technology ...................................................................................... 028
    4.2 Image Properties ............................................................................................................ 031


    001

    PART Ⅱ MACHINATE
    Chapter 5 The Base ..................................................................... 035
    5.1 Starting Points ................................................................................................................ 035
    5.2 Establishing Focus ......................................................................................................... 037
    5.3 Player Character Concepts ............................................................................................. 039
    5.4 Types of Props and Their Use ........................................................................................ 041
    5.5 Types of Items/Power-ups and Placement ..................................................................... 043
    Chapter 6 Level ........................................................................... 045
    6.1 Planning and Building .................................................................................................... 045
    6.2 Avoiding Common Level Mistakes ............................................................................... 047
    6.3 The Process .................................................................................................................... 049
    6.4 Level Separation ............................................................................................................ 052
    Chapter 7 Scripting ...................................................................... 054
    7.1 Scripting in Games......................................................................................................... 054
    7.2 Scripting Technology Choices ....................................................................................... 055
    7.3 Using Trigger ................................................................................................................. 058
    Chapter 8 Documents .................................................................. 060
    8.1 The Necessary of Game Development Documents ....................................................... 060
    8.2 The Writing Style ........................................................................................................... 061
    8.3 Story Bible ..................................................................................................................... 064
    8.4 The Sections ................................................................................................................... 066
    8.5 Inauspicious Design Documents .................................................................................... 070
    PART Ⅲ
    ART
    Chapter 9 Cartoon-looking Rendering of 3D scenes ....................... 075
    9.1 Introduction ................................................................................................................... 075
    9.2 Algorithm ...................................................................................................................... 077
    PART Ⅳ PROGRAM
    Chapter 10 3D Math ..................................................................... 085
    10.1 1D Mathematics ........................................................................................................... 085
    10.2 Vector — A Geometric Definition ............................................................................... 087
    002
    游戏英语教程

    10.3 Transforming an Object vs. Transforming the Coordinate Space ................................ 090
    10.4 What Is Orientation ...................................................................................................... 093
    Chapter 11 What Language Do I use ............................................. 096
    11.1 C ................................................................................................................................... 096
    11.2 C++ .............................................................................................................................. 097
    11.3 Should I Learn C++, or Should I Start with C ............................................................ 098
    11.4 Assembly ...................................................................................................................... 098
    11.5 Pascal ........................................................................................................................... 100
    11.6 Visual Basic.................................................................................................................. 101
    11.7 Java............................................................................................................................... 102
    11.8 Tools ............................................................................................................................. 103
    11.9 Conclusion ................................................................................................................... 104
    Chapter 12 Basic Concepts in DirectPlay ....................................... 105
    12.1 Introduction .................................................................................................................. 105
    12.2 Creating and Managing Sessions ................................................................................ 105
    12.3 DirectPlay Network Communication .......................................................................... 106
    12.4 Communicating with DirectPlay Objects ................................................................... 108
    12.5 DirectPlay Lobby Support .......................................................................................... 108
    Chapter 13 Client/Server Sessions ................................................110
    13.1 Introduction .................................................................................................................. 110
    13.2 Initiating a Client/Server Session ............................................................................... 110
    13.3 Selecting a Service Provider for a Client .................................................................... 112
    13.4 Selecting a Client/Server Host .................................................................................... 112
    13.5 Connecting to a Client/Server Session ........................................................................ 113
    13.6 Managing a Client/Server Session .............................................................................. 114
    13.7 Normal Client/Server Game Play ............................................................................... 114
    13.8 Leaving a Client/Server Session ................................................................................. 115
    13.9 Terminating a Client/Server Session ........................................................................... 116
    Chapter 14 DirectPlay Lobby ........................................................117
    14.1 Introduction .................................................................................................................. 117
    14.2 DirectPlay Lobby Architecture ................................................................................... 117


    003

    14.3 Lobby Servers ............................................................................................................. 118
    14.4 Lobby Clients .............................................................................................................. 119
    14.5 Lobbyable Applications .............................................................................................. 119
    14.6 Launching a Lobbyable Application ............................................................................ 120
    Chapter 15 DirectPlay Callback Functions and Multithreading Issues .... 122
    15.1 Introduction .................................................................................................................. 122
    15.2 DirectPlay Do Work Mode .......................................................................................... 122
    15.3 DirectPlay Thread Pool ................................................................................................ 122
    15.4 DirectPlay Networking Callbacks .............................................................................. 123
    Chapter 16 Engine Solutions and the Unreal Engine ....................... 125
    Chapter 17 Direct3D Overview...................................................... 127
    17.1 Introduction .................................................................................................................. 127
    17.2 The REF Device........................................................................................................... 128
    17.3 D3DDEVTYPE ........................................................................................................... 128
    Chapter 18 Model Representation ................................................. 129
    18.1 Introduction .................................................................................................................. 129
    18.2 Vertex Formats ............................................................................................................. 129
    18.3 Triangles....................................................................................................................... 130
    18.4 Indices .......................................................................................................................... 131
    Chapter 19 Vertex/Index Buffers ................................................... 132
    Chapter 20 Bitmap Fonts .............................................................. 134
    Chapter 21 Your First Polygon ...................................................... 143
    Chapter 22 Blending..................................................................... 146
    22.1 The Blending Equation ................................................................................................ 146
    22.2 Blending in OpenGL .................................................................................................... 146
    22.3 Note .............................................................................................................................. 149
    22.4 Alpha from Texture Map. ............................................................................................. 149
    Chapter 23 Advanced Collision Detection Techniques .................... 150
    Chapter 24 Collision Detection and Particle Interaction ................... 153
    24.1 Introduction .................................................................................................................. 153
    24.2 A Quick Overview ...................................................................................................... 154
    004
    游戏英语教程

    24.3 An Example ................................................................................................................. 154
    24.4 Block Structure ............................................................................................................ 155
    24.5 Notes on Block Maps ................................................................................................... 155
    Chapter 25 Wu Anti-aliased Lines ................................................. 156
    25.1 How Does It Work ....................................................................................................... 156
    25.2 What Would the Ultimate Algorithm Be...................................................................... 156
    25.3 A More Sensible Algorithm ......................................................................................... 157
    25.4 Drawing the End Points ............................................................................................... 158
    25.5 Special Cases ............................................................................................................... 159
    Chapter 26 Real-time Dynamic Level of
    Detail Terrain Rendering with ROAM ........................... 160
    26.1 Triangle Fanning .......................................................................................................... 160
    26.2 GeoMorphing ............................................................................................................... 161
    26.3 Frame Coherence ......................................................................................................... 161
    26.4 Supporting Larger Topologies ..................................................................................... 162
    Chapter 27 Fast Computation of Terrain Shadow Maps .................. 163
    27.1 Introduction .................................................................................................................. 163
    27.2 Algorithm Description ................................................................................................. 163
    27.3 Algorithm Implementation ........................................................................................... 164
    27.4 Lightmapping ............................................................................................................... 166
    27.5 Color Component ......................................................................................................... 166
    Chapter 28 Quadtrees .................................................................. 168
    PART Ⅴ
    MOBILE PHONE MARKET
    Chapter 29 Cellphones and Wireless Gaming ................................ 175
    29.1 Introduction .................................................................................................................. 175
    29.2 Case Study Comments ................................................................................................. 178
    Chapter 30 J2ME ..........................................................................181
    30.1 Development Considerations ....................................................................................... 181
    30.2 The Kinds of Games .................................................................................................... 183
    30.3 Multiplay Cellphone Gaming ...................................................................................... 184


    005

    Chapter 31 Career Choices .......................................................... 186
    31.1 Introduction .................................................................................................................. 186
    31.2 Game Programming as a Career Choice ...................................................................... 186
    31.3 Game Artist as a Career Choice ................................................................................... 187
    31.4 Game Designer as a Career Choice ............................................................................. 187
    31.5 Production as a Career Choice ..................................................................................... 188
    31.6 Audio Composer and Engineer as a Career Choice ..................................................... 188
    31.7 QA as a Career Choice ................................................................................................. 189
    Chapter 32 Career Guideline Worksheet ....................................... 190
    32.1 If You Want to Explore Production.............................................................................. 190
    32.2 If You Want to Explore Game Art Construction .......................................................... 191
    32.3 If You Want to Explore Game Programming............................................................... 191
    32.4 If You Want to Explore Quality Assurance .................................................................. 192
    32.5 If You Want to Explore Game Audio ........................................................................... 192
    32.6 If You Want to Explore Business Relations or Marketing ........................................... 193
    Glossary ...................................................................................... 194
  • 作者介绍

    主要著译者顺序姓名学历职称学科专长通讯地址1房晓溪 教授 动漫游戏 工作单位北京吉利大学艺术与设计学院院长 邮政编码 电话 133811535482 工作单位 邮政编码 电话 3 工作单位 邮政编码 电话 审校者(主审者) 学历 工作单位 邮政编码 电话 职称 工作单位 邮政编码 电话
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