A bibliographic review and a project of an Adaptive Audio Engine for video gaMEs
標(biāo)簽: bibliographic Adaptive project Engine
上傳時(shí)間: 2017-04-13
上傳用戶:李夢(mèng)晗
jawa programming to make gaMEs
標(biāo)簽: programming gaMEs jawa make
上傳時(shí)間: 2014-06-04
上傳用戶:a6697238
The basic of mathematics in computer gaMEs and graphics. Averything you need to make you virtual world faster.
標(biāo)簽: mathematics Averything you computer
上傳時(shí)間: 2017-07-03
上傳用戶:lnnn30
AOE tutorial, basicly about this gaMEs and how to play
標(biāo)簽: tutorial basicly about gaMEs
上傳時(shí)間: 2013-12-11
上傳用戶:comua
Sciphone i68 java gaMEs for your mobile phone
標(biāo)簽: Sciphone mobile gaMEs phone
上傳時(shí)間: 2013-12-18
上傳用戶:zhengzg
dma tutorial hacking BF gaMEs implenting/writing c++
標(biāo)簽: implenting tutorial hacking writing
上傳時(shí)間: 2013-12-18
上傳用戶:sz_hjbf
Apress - creating.mobile.gaMEs.aug.2007.ebook-bbl
標(biāo)簽: ebook-bbl creating Apress mobile
上傳時(shí)間: 2014-12-06
上傳用戶:CHENKAI
Bomberman + source code. This Bomberman has many, many more features then regular Bomberman-gaMEs do. Fun to play, 1-4 players.
標(biāo)簽: Bomberman many Bomberman-gaMEs features
上傳時(shí)間: 2017-08-31
上傳用戶:alan-ee
Behavioral models are used in gaMEs and computer graphics for realistic simulation of massive crowds. In this paper, we present a GPU based implementation of Reynolds [1987] algorithm for simulating flocks of birds and propose an extension to consider environment self occlusion. We performed several experiments and the results showed that the proposed approach runs up to three times faster than the original algorithm when simulating high density crowds, without compromising significantly the original crowd behavior.
標(biāo)簽: Behavioral simulation realistic computer
上傳時(shí)間: 2017-09-08
上傳用戶:hanli8870
A few years ago I became interested in first person shooter gaMEs and in particular how the world levels are created and rendered in real time. At the same time I found myself in between jobs and so I embarked on an effort to learn about 3D rendering with the goal of creating my own 3D rendering engine. Since I am a developer and not an artist I didn’t have the skills to create my own models, levels, and textures. So I decided to attempt to write a rendering engine that would render existing game levels. I mainly used information and articles I found on the web about Quake 2, Half Life, WAD and BSP files. In particular I found the Michael Abrash articles that he wrote for Dr. Dobbs magazine while working at Id to be very illuminating.
標(biāo)簽: interested particular shooter became
上傳時(shí)間: 2013-12-13
上傳用戶:hanli8870
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