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Real Time Cameras. A Guide for Game Designers and Developers

✍ Scribed by Mark Haigh-Hutchinson (Auth.)


Publisher
Morgan Kaufmann
Year
2009
Tongue
English
Leaves
502
Category
Library

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No coin nor oath required. For personal study only.

✦ Table of Contents


Content:
Copyright, Page iv
Foreword, Pages xv-xvii
Preface, Page xix
Acknowledgements, Page xxi
About the author, Page xxiii
Introduction, Pages xxv-xxxi
Part 1 - Core Concepts, Page 1
Chapter 1 - Game overview, Pages 3-19
Chapter 2 - Camera fundamentals, Pages 21-74
Chapter 3 - Cinematography, Pages 75-102
Part 2 - Design Principles, Page 103
Chapter 4 - Camera design, Pages 105-137
Chapter 5 - Camera solutions, Pages 139-177
Chapter 6 - Camera scripting, Pages 179-212
Part 3 - Camera Engineering, Page 213
Chapter 7 - Position and orientation, Pages 215-277
Chapter 8 - Navigation and occlusion, Pages 279-312
Chapter 9 - Motion and collision, Pages 313-364
Chapter 10 - Camera mathematics, Pages 365-425
Chapter 11 - Implementation, Pages 427-460
Appendix A - Glossary, Pages 461-468
Appendix B - Extras, Pages 469-472
References and Bibliography, Pages 473-475
Index, Pages 477-497


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