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Posted: 26 Mar 2009 08:42 AM PDT Product Description Detailed C++ source code and pseudocode are used as examples throughout the book to demonstrate the methods being taught, but the techniques presented can be used with any programming language or tool. You'll begin with an introduction to basic 2D and 3D game graphics tools and components including common game mathematics, colors and pixels, and computer memory, as well as ray tracing and rasterization techniques and programmable shaders. Once you've reviewed the foundations of game graphics, you'll go more in-depth with shading and surfaces, direct and global illumination, special effects, and rendering nature. After the how and why of each technique is presented, you'll also examine optimizations that can be done to improve performance and alternative methods. “Game Graphics Programming” presents you with all of the information you need to efficiently and effectively create eye-catching graphical scenes for video games. About the Author |
Windows Small Business Server 2008 Administrator’s Companion Posted: 26 Mar 2009 08:42 AM PDT Product Description Delve into system features and capabilities and get hands-on insights for completing everyday tasks, including implementing messaging and collaboration, Internet access, database administration, security, faxing, support for line-of-business applications, and end-to-end network administration. This single volume covers all Small Business Server 2008 components, including Windows Server(r) 2008, Windows SharePoint(r) Services 3 technologies, Microsoft Exchange Server 2007 technologies, Microsoft SQL Server(r) 2008, Windows(r) Update Services 3.0, Web Server technologies, Windows Live OneCare for Server, and remote administration services. The book also includes timesaving tools and scripts and a complete eBook on the CD. |
Extreme Programming and Agile Processes in Software Engineering Posted: 26 Mar 2009 08:41 AM PDT Product Description This book constitutes the refereed proceedings of the 6th International Conference on Extreme Programming and Agile Processes in Software Engineering, XP 2005, held in Sheffield, UK, in June 2005. The 22 revised full papers presented together with papers of 4 invited talks, 15 demonstration papers, and various workshop and panel summaries were carefully reviewed and selected from 62 submissions. The papers are organized in topical sections on experience reports, new insights, social issues, testing, tools, and case studies. |
Mac for Linux Geeks (Expert’s Voice in Open Source) Posted: 26 Mar 2009 08:40 AM PDT Product Description Some might say we all want Linux with an OS X GUI. Mac for Linux Geeks will assist you step by step in migrating from Linux–based systems to OS X. Dual booting, virtualization, and building out the Linux environment on OS X are discussed in detail, along with a comparative view of well–known Mac tools and their open source equivalents. Written for daily use, this concise and dependable guide will steer you across the technical landscape from your chosen Linux flavor to the OS X promised land.
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PHP 6/MySQL Programming for the Absolute Beginner Posted: 26 Mar 2009 08:40 AM PDT Product Description Everything you need to complete the tutorials is on the companion CD—there's no software to buy and you can get started right away. By the time you finish thebook you will be able to apply the basic principles you've learned to the next programming language you tackle. |
Posted: 26 Mar 2009 08:39 AM PDT Product Description You'll start by exploring the different game genres and learning how to organize and develop your own game ideas before you begin creating. Then you'll learn about game creation fundamentals such as graphics settings, methods, and features, as well as how to use and record music and sound in games. Once you have the basics down, the book will introduce you to the Games Factory 2, including how to install it, important program terminology, and a walk-through of the important editors and screens you will use next when you create the three sample games in the book. Creating the games will help you explore and test out the functionality of the Games Factory 2 and build your skill set with the program. You'll finish up by learning how to add objects, pictures, and animation to your games to make them more interesting and dynamic, and even how to test and debug your games. Game Creation for Teens provides you with the information and techniques you need to make your game ideas a reality! |
Practical Global Illumination with Irradiance Caching Posted: 26 Mar 2009 08:13 AM PDT Irradiance caching is a ray tracing-based technique for computing global illumination on diffuse surfaces. Specifically, it addresses the computation of indirect illumination bouncing off one diffuse object onto another. The sole purpose of irradiance caching is to make this computation reasonably fast. The main idea is to perform the indirect illumination sampling only at a selected set of locations in the scene, store the results in a cache, and reuse the cached value at other points through fast interpolation. This book is for anyone interested in making a production-ready implementation of irradiance caching that reliably renders artifact-free images. Since its invention 20 years ago, the irradiance caching algorithm has been successfully used to accelerate global illumination computation in theRadiance lighting |
Information Security Management Handbook, Fifth Edition, Vol. 3 Posted: 26 Mar 2009 08:11 AM PDT Product Description |
Handbook of Wireless Local Area Networks: Applications, Technology, Security, and Standards Posted: 26 Mar 2009 08:09 AM PDT Product Description |
Handbook of Algorithms for Wireless Networking and Mobile Computing Posted: 26 Mar 2009 08:07 AM PDT Product Description Handbook of Algorithms for Wireless Networking and Mobile Computing focuses on several aspects of mobile computing, particularly algorithmic methods and distributed computing with mobile communications capability. This volume provides the topics that are crucial for building the foundation for the design and construction of future generations of mobile and wireless networks, including cellular, wireless ad hoc, sensor, and ubiquitous networks. Following an analysis of fundamental algorithms and protocols, the book offers a basic overview of wireless technologies and networks and a discussion of the convergence of communication and computation. Other topics include issues related to mobility, with a focus on the creation of techniques that control associated uncertainties; aspects of QoS provisioning in wireless networks; a comparison of numerous wireless TCP proposals; a review of fundamental algorithms for Bluetooth wireless personal area networks (WPANs); and investigations of future voice and video access networks; and a review of potential applications of pervasive computing and mobile e-commerce. |
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