英语,【play is coolplayspark】什么意思?游戏很酷?

第三人称单数:
cool是什么意思,词典释义与在线翻译:
adj.(形容词)
冷淡的,不动感情的,冷酷的
冷静的,沉着的
凉,凉快的,凉爽的,使人感到凉爽的
自行其事的,酷的
实价的,不打折扣的
非常棒,好极了
凉,凉快或凉爽的地方、时间、东西、部分等
冷静,平静,镇定,沉着,镇静,保持冷静
冷气,凉气
一种较保守的爵士音乐
火冒三丈,失去冷静
放松,冷静的态度
(使)冷静,(使)平静下来,冷静下来,镇静下来,变冷静,使镇定,沉着
变凉,冷却(下来),使冷却,变冷却,冷一冷,冰一冰(酒),凉了,冷了
使凉快,给以凉快的感觉
使消除或减少放射性
平息,止(怒),息怒
冷淡下来,(使)失去热情,变得缺乏热情
放慢…的增长
死亡,在死后身体变冷(医学委婉语)
adj.(形容词)
凉快的,凉爽的; 冷色的 (of colours) suggesting coolness
冷静的,镇定的 unexcited
冷漠的; 厚颜无耻的 not a calmly bold or impudent
令人愉快的,棒的 very good
[A]整整的 exact
vt. & vi. 使变凉; 冷却 become cool
[S]凉爽 a temperature that is pleasantly cold
[S]镇静,平静 calm
提示:各行业词典APP中含有本词条的独家正版内容,在手机上可看到更多释义内容。
cool&:&凉的, 凉爽 ...
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cool&:&凉的, ...
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the quality of being at a refreshi
"the cool of early morning"
great coolness and co
"keep your cool"
Adjective:
neithe giv
"a cool autumn day"
"a cool room"
"cool summer dresses"
"cool drinks"
"a cool breeze"
marked by calm self-control (especially in trying circumstances);
"play it cool"
"keep cool"
"stayed coolheaded in the crisis"
"the most nerveless winner in the history of the tournament"
(color) inducing the im used especially of greens a
"cool greens and blues and violets"
psychologically coo unfriendly or unresponsiv
"relations were cool and polite"
"a cool reception"
"cool to the idea of higher taxes"
(used of a number or sum) without exaggerat
"a cool million bucks"
fashionable and at often skill
"he's a cool dude"
"that's cool"
"Mary's dress is really cool"
"it's not cool to arrive at a party too early"
"Chill the food"
"The air cooled considerably after the thunderstorm"
"His enthusiasm cooled considerably"
cool的用法和样例:
用作形容词 (adj.)
A brisk walk in cool weather is invigorating.
在凉爽的天气里轻松地散步令人心旷神怡。
A cool breeze blew from the lake.
湖边吹来了一阵凉凉的微风。
As it was a hot day, she wore a cool dress.
因为天气热,她穿了一件凉快的衣服。
The occasion calls for a cool head.
这种场合需要冷静。
Even when you argue, you should try to keep cool.
即使在争辩时,你也要尽力保持冷静。
The official was very cool to the idea of higher taxes.
这个官员对提高税收的意见反应很冷淡。
用作及物动词 (vt.)
Mother put the pie at the window to cool it.
母亲将馅饼放在窗口使其冷却。
I tried to cool her down, but she was too angry.
我想使她平静下来,但是她怒气太大一时消不了。
用作不及物动词 (vi.)
I'm going into the woods to cool off.
我想进树林子里去凉快一下。
His anger hasn't cooled yet.
他的愤怒尚未平息。
I hope the two countries will cool off a bit, or there will be a war.
我希望两个国家都冷静一点,否则将有一场战争。
用作名词 (n.)
I like to feel the cool of the early morning.
我喜欢感受清晨的凉爽。
Please keep your cool on such occasion.
在这种场合下,请保持冷静。
The pleasant cool under the trees refreshed the tired boy.
树荫下宜人的清凉令那个疲倦的男孩恢复了精力。
用作副词 (adv.)
A real warrior can keep cool while fighting a strong enemy.
真正的勇士能沉着冷静地应对强大的敌人。
The cool manipulators in Hanoi had exploited America's hesitations and self-doubt.
善于冷静地操纵这类事的河内统治者大大地钻了美国当局优柔寡断的空子。
用作形容词 (adj.)
A cool breeze brushed his face, ruffling his hair.
一阵凉风迎面拂来,吹乱了他的头发。
Warm air is going up, heavy cool air moves in to take the place of it.
热空气上升时,大量的冷空气填充了它的位置。
She smoothed the lines of worry away with her cool fingers.
她用凉爽的手指把她由于担忧而产生的皱纹抚平。
The occasion calls for a cool head.
在这种情况下需要有冷静的头脑。
You should have seen the cool way she took my radio without even asking.
你没瞧见她那满不在乎的样子,连问也不问就把我的收音机拿走了。
The car cost a cool twenty thousand.
这辆汽车价值足足两万元。
It's late summer, soon the days will be cooler.
夏末了,很快天气就将更凉爽。
The climate over the period was moderate to cool.
在那段时间里气候是从温和到凉爽。
I think that it will be rather cool today.
我猜想今天天气会很凉快。
Metal contracts as it becomes cool.
金属冷却时体积缩小。
His manner was very cool.
他态度很冷淡。
Her guy is real cool.
她的男朋友真帅。
用作宾语补足语
I found them cool to the idea.
我发现他们对这个主意不感兴趣。
用作动词 (v.)
用作不及物动词
Let your tea cool a little before you drink it.
让茶凉一凉再喝。
Has his anger cooled yet?
他息怒了没有?
By that time her enthusiasm had cooled.
到那时她的热情已经冷了下来。
用作及物动词
S+~+ n./pron.
Cool the soup before freezing it.
冷冻之前要把汤放凉。
The rain has cooled the air.
雨使空气变凉了。
用于be ~ed结构
The steam is therefore cooled, and it condenses back to water.
蒸汽因而得到冷却,并凝结成水。
He was always cooled in the face of danger.
他面临危险时总能保持镇定。
用作名词 (n.)
I like the cool of the evening in summer.
我喜欢夏日夜晚的凉爽。
The city's population prepared to flee heat for the relative cool of the rivers.
该市居民准备逃到天气较为凉爽的江河流域避暑。
In the cool of the evening, the whole family went out for a walk.
乘着夜晚的凉爽,全家人出去散步。
用作形容词 (adj.)
as cool as a cucumber
非常凉爽 very cold
Sitting under the shade of this tree,I am as cool as a cucumber on this hot day.
坐在这树阴底下,就是这样的热天我也感到非常凉爽。
泰然自若 calm
He kept as cool as a cucumber as the newspaper reporters all shouted questions at him at once.
当新闻记者们一直同时向他提出问题时,他一直保持冷静沉着。
keep a cool head
保持冷静 remain calm
Your job is dangerous, you have to keep a cool head in case you hurt yourself.
你的工作有危险性,你必须保持冷静的头脑,以免伤害自己。
It's a distinct advantage around here to keep a cool head when things begin to go wrong.
事情开始出差错时,保持清醒的头脑是这里的一个显著优点。
〔说明〕 keep cool通常不用于进行体。
保持凉爽; 保持不热 prevent from becoming too warm
I keep cool by staying in the shade and not moving much.由于我呆在树阴下,不多走动,所以还不热。
How do you keep so cool in such hot weather?这么热的天,你身上怎么还是凉凉的呢?
keep sb/sth cool
Suitable clothing also helps to keep you cool.适当的衣服也能使你感到凉快。
Housewives used to keep milk cool by covering the bottle with a stone pot.过去家庭主妇们常用石钵罩住奶瓶,防止牛奶变热。
〈非正〉保持冷静 refuse to be come excited, afraid, etc.
One of Hal's great strengths is the ability to keep cool when things start to go wrong.哈尔最大的优点之一就是,出问题时他能保持沉着、冷静。
keep sth cool
Keep your head cool.请冷静些。
用作动词 (v.)
cool down (v.+adv.)
(使)变凉 (cause to) become cool
Her passion for her teacher has cooled down.她对她老师的热恋已经冷却下来了。
冷静下来 become calmer or less angry
C there's no need to lose your temper over such a trivial matter.冷静些,没必要为区区小事发脾气。
I shall let him cool down before discussing the subject.在讨论这个题目之前,我应该让他冷静下来。
I thought you'd never cool down after what Harold said to you.我本来以为哈罗德告诉你那些事后,你绝不会漠然置之的。
Her friendship for me has cooled down.她对我的友情已渐冷淡。
cool sb/oneself
What he said cooled me down.他的话使我平静了一些。
Try to cool yourself down a bit before you say anything.你稍许冷静一下再讲话吧。
cool it (v.+pron.)
冷静下来 calm down
Cool it!Don't get so excited!
静一静吧!别那么激动!
Stop fighting, you boys!Now cool it!
孩子们,不要打了!冷静些!
cool off (v.+adv.)
变凉 become cool
Thank heavens, it's cooled off a little.谢天谢地,天气总算凉快一点儿了。
Come on, have some ice tea and cool off.来,喝点冰茶,凉快一下。
His affection for her gradually cooled off.他对她的爱情渐渐淡薄了。
用作名词 (n.)
keep〔wear〕 one's cool
保持冷静 remain calm
I try to keep my cool even when the people around me are hurling insults at each other.
即使我周围的人互相辱骂,我也力图使自己保持冷静。
If you keep your cool you won't fail.
如果你保持镇定,你就不会失败了。
Nobody could wear his cool when he visited the refugee camp.
访问难民营的人不可能无动于衷。
lose one's cool
〈非正〉失去冷静; 发脾气 lose one's calmness or temper
Although the group was in danger from a threatened avalanche, their guide never lost his cool.
尽管这伙人面临着雪崩的危险,但他们的向导仍不失常态。
Their employer seemed calm during the discussion, but he lost his cool when he heard their final demand for a pay increase.
在讨论时他们的老板显得很冷静,但当他听到他们提出加工资的最后要求时,他沉不住气了。
用作形容词 (adj.)
冷静的头脑
凉爽的地方
保持凉爽;保持冷静
保持凉爽;保持冷静
保持凉爽;保持冷静
令人舒适的凉快
令人舒适的凉快
令人舒适的凉快
的确很凉爽
非常镇静,泰然自若
在危险面前能保持镇定
对…冷淡的
对这个想法不热心
对…冷淡的
用作动词 (v.)
缓和某人的怒气
使开水冷却
冷却,变凉,镇定下来
使发怒者平静下来
使凉;杀掉
使某人的热情消失
使冷却到…
使冷却到适当的温度
使冷却到室温
用作名词 (n.)
无法自制,沉不住气
无法自制,沉不住气
晚间的凉快
早晨的凉快
树下的阴凉处
Papa walked in the garden in the cool of the evening.
出自:M. Sinclair
Very cool, clear and efficient, she found..a new flat and settled into it.
出自:D. Lessing
The rain cooled..to a damp mist.
出自:Scott Fitzgerald
You want to calm down...Cool out.
出自:T. Morrison
Strindberg cooled on the idea, the project lapsed.
出自:M. Meyer
cool的详细讲解:
adj.(形容词)
cool用作形容词的基本意思是“凉快的,凉爽的”,其温度低于warm高于cold,而给人的感觉多是令人惬意的。
cool也可指颜色给人以凉爽感觉的、冷的,引申可表示人心境平和,即“冷静的,镇定的”,还可表示“冷漠的; 厚颜无耻的”。
cool在俚语中还可作“令人愉快的,棒的”解,即流行语中的“酷”。
cool也可用于钱、距离等数目之前以强调数目之大,可译作“整整的,不折不扣的”。
cool在句中可用作定语、表语或宾语补足语。
cool一般不用very修饰,“天气很凉”一般说nice and cool。
cool用作动词的意思是“使变凉,使凉下来”“冷却”,引申可指“冷静下来”。
cool可用作及物动词,也可用作不及物动词。用作及物动词时,接名词或代词作宾语。
cool用作名词的意思是“凉爽”,引申可表示“平静”“镇静”。
cool只用于单数形式,常与定冠词the连用。
adj.(形容词)
cool, chilly, cold
这三个词的共同意思是“温度低,冷的”。其区别是:
1.从温度上说, chilly最冷, cold次之, cool再次之。chilly指“寒冷”, cold指“冷”, cool指“凉爽”。
2.从人的心理上说, chilly是人所不愿; cold多指人所不愿、令人不快,也可指所期望的低温,为人所愿意; cool则多指温度宜人,令人感到舒服。例如:
I felt chilly in the wind.风吹得我感到寒冷。
He has only a cold drink on a hot day.在大热天里他只有一杯冷饮。
We hope for a cool day for the game.我们希望比赛那天天气凉爽。
3.用于人时,cool指心境平和、冷静, cold指冷落、不热情,而chilly则不仅指不热情,而且不友好,甚至“冷酷”。
这些形容词均含“冷、凉”之意。
:cold最普通用词,强调缺乏温暖,使人不舒服。
:cool指既不太热也不太冷。
:chilly指使哆嗦的冷。
:frosty指雾气在寒冷物体的表面凝结成薄冰时的严寒结霜的温度。
:freezing指使人僵直,使东西凝固的冷。
:icy多指风暴、风雪和水等冷得使人感到如刺如割。
☆ 直接源自中古英语的col;最初源自古英语的col,意为冷,凉。
cool的海词问答与网友补充:
cool的相关资料:
cool&:&沉着的,从 ...
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cool&:&凉的,凉爽 ...
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【同义词】
adj.(形容词)
【反义词】
adj.(形容词)
cool的相关缩略词,共有58条
面向对象的语言片断
校园外展的机会
(我)拜访别的路线
cool:简介 韩国1994年出道的这个两男一女组合「Cool」,十多年来叁位成员金成秀、柔里 (U Ri) 和李在勋 (Lee Jae Hun) 一直合作无间,以风格独特的轻快跳舞音乐为主干,每年夏天必定推出…
相关词典网站:1. 新增扫二维码功能,可直接扫 VeryCD 网站影片页面的二维码,便能在应用上打开;
2. 新增支持 B 站视频(哔哩哔哩),满屏的弹幕更欢乐;
1. 新增支持 B 站视频(哔哩哔哩),满屏的弹幕更欢乐;
2. 在影片封面上展示在线视频的清晰度;
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The over 300 distinct Emotioneering techniques in this book include (to name but a few): ways to give emotional depth to an NPC (non-player character), even if the NPC has just
techniques to bond a player to a game's NPCs; and techniques to transform a game into an intense emotional journey. In a warm and crystal-clear style, Mr. Freeman provides examples which demonstrate exactly how to apply the techniques. He also shows how some of these techniques were utilized in, and contributed greatly to the success of such games as &Grand Theft Auto: Vice City&; &Deus Ex&; and &Thief& I & II, among others. The book is packed with striking art by some of today's top concept artists and illustrators, including an eight-page color section and a four-color, fold-out cover. When you've finished this book, you'll be equipped to apply Mr. Freeman's powerful Emotioneering techniques to artfully create emotion in the games you design, build, or produce.Game Design Workshop: Designing, Prototyping, and Playtesting Games Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental ele then puts you to work in prototyping, playtesting, and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design. The ideas and exercises in this Game Design Workshop answer the questions asked by every aspiring game designer: How do I learn to design games? What skills do I need to become a professional game designer? Game design is demystified with a clear, accessible analysis of the formal and dramatic systems of game design. Examples, illustrations, and exercises strengthen your understanding of what makes g and teach you the skills and tools that you need to create a compelling game. Refined over a number of years, this workshop curriculum has provided the foundation for hundreds of careers in all areas of the game industry including game design, producing, programming, visual design, quality assurance, and marketing. This guide to the language and business of game design will help anyone pursuing a career in the industry.The Animator's Survival Kit: A Manual of Methods, Principles, and Formulas for Classical, Computer, Games, Stop Motion, and Internet Animators Richard Williams is a man who is largely responsible for the revival of the art of animation in the early 1970s. Williams had Disney animator Art Babbitt and Warner great Ken Harris working in his studio in London and training a new generation of animators in the techniques of good character animation, which was not taught at the time in any school or considered an art form. Williams' long awaited book on animation technique is the logical successor to Preston Blair's CARTOON ANIMATION and it successfully updates some of the weaknesses of that book, particularly in handling dialogue animation. He covers a lot of the same ground that Frank Thomas and Ollie Johnston did in their now out-of-print THE ILLUSION OF LIFE. There is some history, but that's available in other books. What is unique about this book is that Williams writes how surprised he, an Academy Award winning animator with a successful professional studio, was to learn that he needed to learn just about everything over again from Harris and Babbitt. Fortunately for us he is now sharing these priceless lessons with the public. The most important thing that an aspiring animator will get from this book is: that animation IS an art form, and good animation has nothing to do with whether it is done on computer or on paper. Williams exhorts his readers to 'draw whenever possible' and even though there is a computer modelled figure on the cover of the book, there is not a single piece of computer generated imagery in it. The book is about the bare bones, about creating life in art. Animation is the twentieth century's contribution to world art and deserves to be taken very seriously.Beginning Game Level Design Get ready to conquer the basics of building a strong level or mod for your games. &Beginning Game Level Design& covers everything from putting your ideas down on paper, to creating spaces and architecture, through placing units and scripting their behavior. You?ll cover each important area of expertise that goes into creating a great level. As you cover each new topic, use the end-of-chapter projects to test your newfound skills. &Beginning Game Level Design& gives you a step-by-step look into the tasks a successful designer goes through in order to create levels that keep players coming back for more.Learning Maya | Character Rigging and Animation Learning Maya | Character Rigging and Animation will teach you everything you need to achieve effective character set-up and animation in Maya. Developed by Alias|Wavefront Education Product Specialists, the book focuses on the creation of a human character, and provides both theoretical exploration and practical application - each chapter includes conceptual discussions and step-by-step instructions. Seventeen short presentations delivered by an Alias|Wavefront Certified Instructor are provided on the included cd-rom. The instructor provides additional theory, tips and suggestions on a chapter-by-chapter basis, thus allowing you greater insight into the concepts explored in the book. With this book you will: · Use layers and templating · Connect and parent joints · Set up IK Single Chain Solvers and group IK handles · Use Set Driven Key · Understand and use both Forward and Inverse Kinematics · Simulate the deformation of clothing using Wire Deformers and Set Driven Key · Drive joint rotation with a Blendshape Slider to help consolidate your control windows · Understand the difference between Smooth and Rigid binding · Export weighting maps from one character, and use for another · Use Pole Vector constraints as a fast and easy way of achieving realistic motion in arms and legs · Create complex and subtle character deformations through the use of Clusters and Lattices What you need to use this book: · Maya Personal Learning Edition, Maya Complete 4.0 or Maya Unlimited 4.0. · A CD-ROM drive and Netscape Navigator 4.0 or Internet Explorer 4.0 or higher. Maya Character Creation: Modeling and Animation Controls A unique, in-depth approach to creating realistic characters in Maya. Maya Character Creation: Modeling and Animation Controls' author, Chris Maraffi, has expertise in the field and in the classroom that translates to the knowledge and solid teaching skills needed to make this book a &must-have&! The current trend in computer graphics is greater organic realism. Many of thetop-grossing movies today, such as Spiderman, Lord of the Rings, Jurassic Park 3 ,and Star Wars Episode 2, all feature realistic 3D characters. There is a majorneed in the 3D community for educational material that demonstrates detailedtechniques for achieving this organic reality. Maya is one of the main packagesused on such cutting-edge films, and has an established toolset for creatingbelievable 3D characters. Maya Character Creation: Modeling and Animation Controls is designed to take you through the process of designing, modeling, and setting up animation controls for complex 3D characters. The concepts, techniques, and Maya tools used foreach step in the process are presented in each chapter, followed by manyhands-on exercises. NURBS, polygon, and subdivision surface modelingtechniques are shown for creating the character's skin, and skeleton-basedanimation controls are covered in detail. You will learn how a character'sskin should deform when the skeletal joints and muscles move. AdvancedMEL scripted animation controls are also covered extensively.Digital Texturing & Painting This book takes you outside the studio and walks you through the museum of life. This full color book combines traditional texture creation principles with digital texturing techniques to enhance your scenes and animations. In the first half of the book, you will learn about the history of textures in fine art and in the second half, how to apply these principles to your 2D and 3D digital scenes.Rules of Play : Game Design Fundamentals As pop culture, games are as important as film or television--but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games.. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like &play,& &design,& and &interactivity.& They look at games through a series of eighteen &game design schemas,& or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.Digital Cinematography & Directing [digital] Cinematography and Directing is unlike any other cinematography or directing book you've seen. This book was written entirely for 3D animators. Based on real-world photographic and cinematic principles, it teaches you essential skills and concepts that you can apply to any industry 3D application, such as LightWave 3D, Softimage XSI, 3ds max, CINEMA 4D, Maya, and other leading programs. This book does not focus on using software but rather teaches you how to understand and use the camera within your 3D application. * Master focal lengths, f-stops, and apertures within your 3D aplication. * Learn how pre-production planning can guide and enhance your project by applying essential storyboarding techniques. * Use light as not only an illumination source, but as a tool for cinematic storytelling.Learn how to direct your digital cast with proper staging techniques &Dan Ablan's years of innovating digital production techniques and his undeniable expertise at teaching CGI, FX, and Film, makes digitalCinematography and Directing a must-have!& -Dave Adams, Dreamworks.The Dark Side of Game Texturing Charred ruins, bullet holes, rusted metal?if you ?re a fan of 3D first-person-shooter games, then you ?re familiar with those amazing, ominous textures that draw you into your character?s surroundings. Get ready to analyze?and re-create?the textures and graphics used in these games. All you need is a decent PC, Photoshop, and a digital camera. Once you learn how to create the textures within this book, you can create any texture for any game. Not a born artist? That?s okay. You?ll learn how to let Photoshop do most of the work. Begin with texturing basics, including pixel sizes, color modes, and alpha channels. Then jump right into hearty texture tutorials as you create everything from sci-fi backgrounds and molten lava to medieval castle walls and dragon skin. If you?re ready to travel to the grim back alleys of your imagination, then you?re ready for &The Dark Side of Game Texturing&.Real-Time Rendering Tricks and Techniques in DirectX The last several years have seen some exciting advances in the field of real-time graphics. Starting slowly for beginning programmers, this book begins by reviewing recent 3D graphics developments and with an introduction to vectors, matrices, colors, and lighting. Then, it's on to rendering graphics! Learn various vertex and pixel shader techniques, discover how to use video as a texture, and get the scoop on several techniques for picking objects in a scene. Whatever your level of programming expertise, let this book serve as your guide to mastering the possibilities of real-time programming.AI for Game Developers Advances in 3D visualization and physics-based simulation technology make it possible for game developers to create compelling, visually immersive gaming environments that were only dreamed of years ago. But today's game players have grown in sophistication along with the games they play. It's no longer enough to wow your players wi the next step in creating even more immersive games is improved artificial intelligence, or AI. Fortunately, advanced AI game techniques are within the grasp of every game developer--not just those who dedicate their careers to AI. If you're new to game programming or if you're an experienced game programmer who needs to get up to speed quickly on AI techniques, you'll find AI for Game Developers to be the perfect starting point for understanding and applying AI techniques to your games. Written for the novice AI programmer, AI for Game Developers introduces you to techniques such as finite state machines, fuzzy logic, neural networks, and many others, in straightforward, easy-to-understand language, supported with code samples throughout the entire book (written in C/C++). From basic techniques such as chasing and evading, pattern movement, and flocking to genetic algorithms, the book presents a mix of deterministic (traditional) and non-deterministic (newer) AI techniques aimed squarely at beginners AI developers. Other topics covered in the book include: * Potential function based movements: a technique that handles chasing, evading swarming, and collision avoidance simultaneously * Basic pathfinding and waypoints, including an entire chapter devoted to the A* pathfinding algorithm * AI scripting * Rule-based AI: learn about variants other than fuzzy logic and finite state machines * Basic probability * Bayesian techniques Unlike other books on the subject, AI for Game Developers doesn't attempt to cover every aspect of game AI, but to provide you with usable, advanced techniques you can apply to your games right now. If you've wanted to use AI to extend the play-life of your games, make them more challenging, and most importantly, make them more fun, then this book is for you.Focus on Curves and Surfaces &Focus On Curves and Surfaces& gives you the tools you need to build exciting, high-detail characters and backgrounds for your games! Whether you?re a serious game programmer or just interested in the fields of CAD, 3D modeling, and visualization, this book gives you what you?re looking for in three easy-to-follow sections. Section One starts with the conceptual building blocks of 3D graphics. Put these ideas into practice as Section Two walks you through Bezier curves, B-splines, and the more advanced NURBS (NonUniform Rational B-Splines). Finally, build upon your knowledge of curve construction as you create exciting surfaces in Section Three. Go from the basics to hardcore 3D graphics programming in a matter of pages! Physics for Game Developers Aimed at the game developer or student/hobbyist interested in physics, Physics for Game Developers reviews all the math for creating realistic motion and collisions for cars, airplanes, boats, projectiles, and other objects along with C/C++ code for Windows. While this authoritative guide isn't for the math-averse, the author's clear presentation and obvious enthusiasm for his subject help make this book a compelling choice for anyone faced with adding realistic motion to computer games or simulations. It's the clear, mathematical presentation here that makes this title a winner. Starting with the basics of Newtonian mechanics, the author covers all the basic equations needed to understand velocity, acceleration, kinematics, and kinetics, among other concepts. A knowledge of college math (including calculus) is assumed. (Appendices review the basics of matrix and quaternion mathematics for those needing a refresher.) Central to this book is its presentation of modeling projectiles, airplanes, ships, and cars. The author first presents essential mathematical concepts for each kind of object (for instance, pitch, yaw and roll, an modeling
and braking behavior for cars). For many chapters, Bourg then presents Windows-based DirectX programs in C++ to illustrate key concepts. For example, you can experiment with different parameters to view a cannonball's path. (On their own, these programs make this book a great companion text to any advanced high school or college physics course since students can see the effect of each variable on the behavior of each body in motion for a variety of equations.) Modeling collisions is a central concern here (a necessity, of course, for action games). To this end, the author provides collision detection and the mathematics of 3-D rigid bodies for simulating when bodies collide. As the sample programs get more involved, the author discusses techniques of tuning parameters for performance. A standout chapter here models a fluttering flag using particle systems. In all, this text proves that physics and computers are a perfect match. The author's patient and clear mathematical investigations of common formulas and concepts can add realistic motion to any computer game, as well as help teach essential concepts to any student or hobbyist who's interested in physics and doesn't mind a little college-level math. --Richard Dragan Topics covered: Mathematical formulas and sample C/C++ code for physics for simulations and games, basic concepts in physics, Newton's Laws of Motion, coordinate mass, center of mass a kinematics (velocity and acceleration), constant and nonconstant acceleration, 2-D and 3-D particle kinematics, rigid body kinematics, angular velocity and acceleration, force (force fields and friction, fluid dynamic drag, buoyancy, springs and dampers, torque), 2-D, 3-D, and collisions (impulse-momentum, impact, linear, and angular impulse), projectiles (simple trajectories, drag, the Magnus Effect, variable mass), simulating aircraft (geometry, lift and drag, controls), simulating ships (flotation, volume, resistance, and virtual mass), simulating hovercraft and cars (including stopping distance and banking during turns), basic real-time simulations (integrating equations of motion, including Euler's Method), 2-D rigid body simulator, implementing collision response (including angular effects), rigid body rotation (rotation matrices and quaternions), 3-D rigid body simulator for an airplane (including flight controls and rendering), multiple bodies in 3-D (including implementing collisions), particle systems, reference tutorials for vector, matrix, and quaternion mathematical operations.Programming Multiplayer Games This book covers all the major aspects and theory behind creating a fully functional network game, from setting up a stable MySQL backed-end database for storing player information to developing a reusable TCP/IP network library for online games as well as developing web-based server interfaces.Isometric Game Programming with DirectX 7.0 Isometric Game Programming with DirectX takes you from zero to DirectX, literally! Beginning with game programming basics you will explore such topics as WIN32 programming basics, GDI fundamentals, fonts, regions and bitmaps, DirectDraw, and Game Logic. You'll then move on to Isometric fundamentals and methodology as well as advanced topics such as Random World Generation and Direct3D.This book is a comprehensive Isometric game programming guide ideal for any serious game developer!Focus On 3D Models No matter where you turn in the world of gaming, you?re bound to notice the rapidly increasing use of 3D. If you?re serious about game programming, you must understand the world of 3D modeling. Focus On 3D Models is the guide you need for doing just that! This is the only book on the market that gives game programmers a comprehensive guide to the most popular 3D modeling file formats. You?ll also get coverage of foundational material such as mathematics, skeletal animation, and more. Even if you know nothing about 3D character animation when you start, by the end of the book you will be able to work with all the popular file formats, write readers, and animate the meshes in real time in your applications. For maximum benefit, you must have experience with C++, know how to create a rudimentary 3D engine, and have an understanding of algebra and trigonometry. Focus On 3D Terrain Programming Welcome to the world of 3D terrain programming. Now you can break away from the computer game mold of lackluster backgrounds and create amazing landscapes for your characters to explore. Focus On 3D Terrain Programming gives you the skills you need to do just that. This book brings the high-talking, abstract concepts down to earth so you can actually put them into practice. It covers the three most widely accepted terrain rendering solutions?geomipmapping, quad trees, and ROAM. Texture mapping and lighting techniques are also discussed, as well as cool special effects. Plus, the author provides the code so you can readily implement the solutions into your own games!Developer's Guide to Multiplayer Games This book provides in-depth coverage of all the major topics associated with online game programming, as well as giving the reader easy-to-follow, step-by-step tutorials on how to create a fully functional network library, back-end MySQL database, and complete, working online game. The first section explains practical theory on basic Windows dialogue programming, and the use of MySQL, Perl, Sockets, and TCP/IP. The second section consists of five extensive tutorials that lead the reader through the stages of creating a working online game. Together, these sections cover all the major aspects and theory behind creating a fully functional Internet game, from setting up a stable MySQL back-end database for storing player information to developing a reusable TCP/IP network library for online games. The authors' presentation provides the reader with a solid understanding of online game programming, along with the ability to expand on this knowledge and experiment with the development tools provided.Special effects game programming with directx Ever look at a really cool effect in your favorite game and wonder &How in the world did they do that?& This book teaches you the skills that you need to create effects that are just as awesome as the ones that first amazed you. New to DirectX? Don't worry! There are plenty of tips that will bring you up to speed quickly. Already an experienced programmer? Get ready to create some amazing effects that will get people hooked on your game! An entire section on 2D special effects shows you how to use your 3D card for effects like transitions and image warping. If it's 3D effects that you're after, this book has everything that you need to create cool effects like explosions, water, and magic spells. &Special Effects Game Programming with DirectX& is the next step in transforming your game from an application to an experience.
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