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[  Also see:  Java Games   Java Books   WAP Books   SMS Games   WAP Games  ]

 

Books on Games, Game Design and Implementation

Books Games entertainment Welcome to our guide to publications related to designing, building and marketing online games.

Games Books book Look for more books on this topic


  Mobile Games: Creating Business with Nokia N-Gage

Mobile Games: Creating Business with Nokia N-Gage is a story about a beginning. It reveals the secrets behind the revolutionary vision of Nokia and its enthusiasm to create a new generation of mobile, connected games. These games are far from ordinary - pervasiveness, ubiquitous access and the other unique characteristics of mobility facilitate the birth of a new era. It's gaming anytime, anywhere.

Jouni Paavilainen
Format: Paperback, 164pp
Publisher: New Riders Games
Published: September 2003


  Game Developer's Market Guide

The first comprehensive guide for everyone in the game development industry - from artists, writers, and designers to programmers, producers, and executives. This one-stop guide covers all aspects of the game development industry. If you’re looking for schools with a game development curriculum, they’re in here. If you’re already working in the industry and want to make a career move, check out the listing of game development companies and what they look for in employees. If you’re interested in freelancing, that’s covered too.

Bob Bates
Format: Other Format, 300pp
Publisher: Premier Press
Published: August 2003


  Sams Teach Yourself Game Programming in 24 Hours

Sams Teach Yourself Game Programming in 24 Hours demystifies game programming by providing clear, practical lessons using C/C++, the industry standard in game programming. The book focuses on the Windows API to construct games for the Windows platform and discusses game theory, including double-buffered graphics, sprite animation, and digitized sound effects and music. A fully functional game engine provides readers with the ability to create their own future games.

Michael Morrison
Format: Paperback, 488pp.
Publisher: Pearson Education
Published: October 2002


  Wireless Game Development in C/C++ with BREW Wireless Game Development in C/C++ with BREW

Designed for game programmers interested in developing mobile phone applications, this book uses QUALCOMM's BREW development environment to illustrate a variety of techniques in the field of wireless phone games.

Ralph Barbagallo
Format: Paperback, 650pp.
Publisher: Wordware Publishing, Inc.
Published: February 2003


  Awesome Game Creation: No Programming Required with CD-ROM

Awesome Game Creation: No Programming Required, Second Edition teaches aspiring game developers how to create their own computer games without programming skills, and provides an in-depth understanding of how the game design process works. Using hands-on tutorials and "drag-and-drop" game engines, readers learn to make and modify their own interactive 2D and 3D computer games, create models, and modify existing games. The book uses development tools like The Games Factory, The PIE 3D Game Creation System, gmax, 3D GameMaker, Milkshape 3D, GameMaker, and other cutting-edge software.

Luke Ahearn, Clayton Crooks
Format: Paperback, 2nd ed., 601pp.
Publisher: Charles River Media
Published: June 2002


  Game Programming All in One

When combined with Visual C++, Game Programming All in One provides everything you need to get started as a game developer. Divided into increasingly advanced sections, it covers the most important elements of game development. Less experienced developers can start with the basics of C++ programming and can test their skills by developing two simple text games. After that, you're ready to move on to Windows programming and the main components of DirectX: DirectX Graphics, DirectSound, and Directlnput. Enhance your game design skills as you build a game library that you will use throughout the remainder of the book. The final sections cover advanced programming topics including mathematics, physics, and artificial intelligence. Put your new skills to the test as you conclude by building a full game.

Bruno M. de Sousa
Format: Paperback, 952pp.
Publisher: Premier Press
Published: January 2002


  Physics for Game Developers

Colliding billiard balls. Missile trajectories. Cornering dynamics in speeding cars. By applying the laws of physics, you can realistically model nearly everything in games that bounces around, flies, rolls, slides, or isn't sitting still, to create compelling, believable content for computer games, simulations, and animation. Physics for Game Developers serves as the starting point for those who want to enrich games with physics-based realism.

David M. M. Bourg, Robert Denn
Format: Paperback, 1st ed., 456pp.
Publisher: O'Reilly & Associates
Published: November 2001


  The Game Design: The Art and Business of Creating Games

You'll find quite a few books on screenwriting (and getting your scripts sold). Well, there's a creative business that's twice as big as the movies, but books on breaking into that business are surprisingly scarce. It's the game development business. We're pleased to have an excellent book to recommend at long last: The Art & Business of Creating Games by Bob Bates.

Bob Bates, Andre Lamothe
Format: Paperback, 336pp.
Publisher: Premier Press
Published: April 2001


  3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics

3D Game Engine Design is the first book to go beyond basic descriptions of algorithms and accurately demonstrate the complex engineering process required to design and build a real-time graphics engine to support physical realism. Faster algorithms will always win out over faster processors and assembly-language optimization techniques. Implementing those algorithms, however, can be a challenge for even experienced programmers.

David H. Eberly
Format: Hardcover, 1st ed., 561pp.
Publisher: Morgan Kaufmann Publishers
Published: September 2000
Book & CD ROM


  Designing 3D Games That Sell!

Aspiring game developers want to know how to develop a game that will “really” get published. They want step-by-step instructions on how to design and develop a saleable game, and that’s what they’ll find within the pages of this book. No vague definitions or pages of sample code are included, just actual hands-on techniques for designing and developing a publishable game with real game development tools.

Luke Ahearn
Format: Paperback, 406pp.
Publisher: Charles River Media
Published: July 2000
Paperback with CD


  Game Design Theory and Practice

One of the most important but least discussed elements of a computer game is the gameplay that makes a game compelling and entertaining. Game Design: Theory & Practice focuses on this elusive topic and how you can ensure your title has the best gameplay possible. Richard Rouse discusses in detail key game design topics including game balancing, storytelling, non-linearity, player motivations, input/output, artificial intelligence, level design, and playtesting. This book delves into the entire breadth of interactive games, covering computer, console, and arcade titles, and spanning a variety of gaming genres including strategy, adventure, simulation, action, role-playing, sports, and wargames.

Richard Rouse, Steve Ogden
Format: Paperback, 2nd ed., 608pp.
Publisher: Wordware Publishing, Inc.
Published: January 2000
Book & CD-ROM


  Advanced AI Game Development with CD-ROM

 

Mark Collins
Format: Paperback, 500pp.
Publisher: Wordware Publishing, Inc.
Published: July 2002


 
 
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