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Infinite Game Universe, Volume 2: Level Design, Terrain, and Sound (Advances in Computer Graphics and Game Development Series)


Infinite Game Universe, Volume 2: Level Design, Terrain, and Sound (Advances in Computer Graphics and Game Development Series)
zoom imageInfinite Game Universe, Volume 2: Level Design, Terrain, and Sound (Advances in Computer Graphics and Game Development Series) 

Infinite Game Universe, Volume 2: Level Design, Terrain, and Sound (Advances in Computer Graphics and Game Development Series)


Infinite Game Universe, Volume 2: Level Design, Terrain, and Sound (Advances in Computer Graphics and Game Development Series)
Price $49.95
Sale Price  $7.09

This sequel to Infinite Game Universe: Mathematical Techniques focuses on level design, terrain, music, and sound. The book provides programmers with the source code, cutting-edge techniques, and reference materials they need to create an exciting gaming environment that captures the imagination of the player. Part 1 shows various techniques for storing game level information, citing particular game types; Part 2 discusses creation, storage and algorithms for a variety of landscapes; Part 3 provides techniques of encoding, generating, and making new sounds for use in games. These chapters cover a variety of sounds (from "non-human" to musical interludes); Part 4 includes ways in which language and graphics are used in gaming contexts; Part 5 discusses the decision-process for the target platform (handhelds, consoles, online, etc.), and the programming-specific information needed for each.

KEY FEATURES
* Six chapters on sound techniques, including: Machine & Other Artificial Sounds, The Sound of Natural Disasters, Non-Human Sounds, Human & Humanesque Sounds, Musical Theory, Interlude and Segue Techniques

* Includes discussions of handhelds, digital imaging, artificial language, processor-limited environments, ballistic deformation, faultline shading, and more!

On the CD-ROM

The CD-ROM accompanying the book contains all of the applications used to generate the images in executable form for the Microsoft Windows platform, using a Borland Turbo C++ compiler (see the "/binaries" directory for each chapter). The majority of source code was written in pure ANSI C or C++ (see "/source" directory). All of the figures contained in the book, in full color where applicable are in the "/figures" directory.

SYSTEM REQUIREMENTS
General Requirements. For Windows: Pentium III processor, 64MB RAM; C++ compiler.

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