Adobe Creative Suite 4 Design Premium Digital ClassroomFull-color book and instructional DVD form a complete training package for Adobe CS4 Design Premium

Written by a team of Adobe certified instructors, this complete training package helps you learn to use the market-leading design and development suite at your own speed. The book includes 26 lessons that let you discover essential skills and explore the new features of Adobe CS4 Design Premium. Each lesson includes step-by-step instructions and lesson files, supplemented with video tutorials on the DVD. Each lesson in the book has a supplementary, five-minute video lesson that demonstrates and explains the concepts and features covered in the book.

You’ll also explore integration techniques that can be implemented using Adobe Bridge and Version Cue, the file management and collaboration tools found in Design Premium.

  • Full color, step-by-step instruction makes learning even complicated tasks less intimidating, while the video training demonstrates each task
  • Covers InDesign, Illustrator, Photoshop, Acrobat, Dreamweaver, Flash, and Fireworks
  • You set the pace, learning at your own speed
  • Written by the same team of Adobe Certified Instructors and Creative Suite experts who have created many of the official training guides for Adobe Systems
  • Includes 26 lessons designed to teach you all aspects of the most popular design and development suite for print, Web, and mobile media

Adobe Creative Suite 4 Design Premium Digital Classroom is like having your own personal instructor guiding you through each lesson at your convenience.

Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.

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Programming Game AI by ExampleProgramming Game AI by Example provides a comprehensive and practical introduction to the bread and butter AI techniques used by the game development industry, leading the reader through the process of designing, programming, and implementing intelligent agents for action games using the C++ programming language. Techniques covered include state- and goal-based behavior, inter-agent communication, individual and group steering behaviors, team AI, graph theory, search, path planning and optimization, triggers, scripting, scripted finite state machines, perceptual modeling, goal evaluation, goal arbitration, and fuzzy logic.

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Microsoft SQL Server 2008 Administrator's Pocket ConsultantGet the practical, pocket-sized guide for IT professionals who need to administer, maintain, and optimize SQL Server 2008. Written by award-winning author William Stanek, this portable reference delivers essential details for using SQL Server 2008 to help protect and manage your company’s data whether automating tasks, creating indexes and views, performing backups and recovery, replicating transactions, tuning performance, managing server activity, importing and exporting data, or performing other key tasks. Featuring quick-reference tables, lists, and step-by-step instructions, this handy, one-stop guide provides fast, accurate answers on the spot whether you re at your desk or in the field!
Key Book Benefits
Provides fast facts and immediate reference for administering SQL Server 2008 Delivers must-know details for taking advantage of the improved scalability, security features, and management tools in SQL Server 2008 Features concise tables, easy-to-scan lists, and step-by-step instructions for fast answers, wherever you need them

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AdvancED ActionScript 3.0 Animation

This book is a compilation of advanced ActionScript 3.0 animation techniques for any user creating games, user interaction, or motion control with ActionScript. It’s a compilation of topics that follow on from the author’s earlier book, Foundation ActionScript 3.0 Animation: Making Things Move, and things that became possible in the most recent version of Flash: Flash Player 10. This book covers a diverse selection of topics that don’t necessarily lead one into the other. You don’t need to start with Chapter 1 and read it cover to cover. Just start with any chapter that looks interesting and jump around as you see fit. In this book, you’ll find chapters on advanced collision detection, artificial intelligence and steering behaviors, isometric projection, using the camera and microphone for input, 3D, and much, much more.

The book is also more experimental in nature. The techniques shown here might not be the best way to do things, but they should work well and get you started in your own efforts to achieve a perfect implementation. In fact, many of the chapters can be seen as introductions to very complex topics that could fill a whole book by themselves. Many of these subjects have been extensively covered elsewhere, but not necessarily targeted for Flash or ActionScript 3.0. So it took a fair amount of work to pull the data together and get it all working and explain it all clearly in ActionScript. This book will inspire you to find out about subjects that you might not have considered before, acting as a springboard into your own research into the possibilities of ActionScript 3.0.

In this book, you’ll learn how to:

  • Leverage Flash 10 3D, the new drawing API commands, and Pixel Bender
  • Create isometric worlds for games
  • Construct powerful artificial intelligence routines including pathfinding, steering, and flocking behaviors
  • Use numerical integration for real world physics effects
  • Build advanced collision detection routines for more accurate simulations

Summary of Contents

  1. Advanced Collision Detection
  2. Steering Behaviors
  3. Isometric Projection
  4. Pathfinding
  5. Alternate Input: The Camera and Microphone
  6. Advanced Physics: Numerical Integration
  7. 3D in Flash 10
  8. Flash 10 Drawing API
  9. Pixel Bender
  10. Tween Engines

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3D Math Primer for Graphics and Game Development (Wordware Game Math Library)3D Math Primer for Graphics and Game Development covers fundamental 3D math concepts that are especially useful for computer game developers and programmers. The authors discuss the mathematical theory in detail and then provide the geometric interpretation necessary to make 3D math intuitive. Working C++ classes illustrate how to put the techniques into practice, and exercises at the end of each chapter help reinforce the concepts. This book explains basic concepts such as vectors, coordinate spaces, matrices, transformations, Euler angles, homogenous coordinates, geometric primitives, intersection tests, and triangle meshes; discusses orientation in 3D, including thorough coverage of quaternions and a comparison of the advantages and disadvantages of different representation techniques; describes working C++ classes for mathematical and geometric entities and several different matrix classes, each tailored to specific geometric tasks; includes complete derivations for all the primitive transformation matrices.

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