Academic literature on the topic 'Computer Graphics - Game Programming'
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Journal articles on the topic "Computer Graphics - Game Programming"
Muratet, Mathieu, Patrice Torguet, Jean-Pierre Jessel, and Fabienne Viallet. "Towards a Serious Game to Help Students Learn Computer Programming." International Journal of Computer Games Technology 2009 (2009): 1–12. http://dx.doi.org/10.1155/2009/470590.
Full textJazuli, Muhammad Syauqi, and Muhammad Rizki. "Design and Development of the Space Shooters Game Using Pygame." Gameology and Multimedia Expert 1, no. 3 (July 1, 2024): 68. http://dx.doi.org/10.29103/game.v1i3.16905.
Full textGeorgieva, Rositsa. "GAME-BASED PROGRAMMING TRAINING FOR BEGINNERS IN THE PYGAME ZERO ENVIRONMENT - SAMPLE ASSIGNMENTS WITH PYTHON TURTLE GRAPHICS." Mathematics and Informatics 66, no. 2 (April 28, 2023): 170–87. http://dx.doi.org/10.53656/math2023-2-6-gam.
Full textUmarov, Husan, Vasila Mirzaraimova, Muyassar Yakubova, and Ravshanbek Tashpulatov. "Machine learning and AI in graphics development." E3S Web of Conferences 548 (2024): 06011. http://dx.doi.org/10.1051/e3sconf/202454806011.
Full textVassilev, Tzvetomir I. "An Approach to Teaching Introductory Programming for IT Professionals Using Games." International Journal of Human Capital and Information Technology Professionals 6, no. 1 (January 2015): 26–38. http://dx.doi.org/10.4018/ijhcitp.2015010103.
Full textSoeda, S. "REPORT ON THE GAME PROGRAMMING WORKSHOP 2002." ICGA Journal 25, no. 4 (December 1, 2002): 264–65. http://dx.doi.org/10.3233/icg-2002-25421.
Full textHwang, SunMyung, and Hee Gyun Yeom. "A Mobile Game Algorithm for Programming Education." International Journal of Software Innovation 10, no. 2 (April 2022): 1–10. http://dx.doi.org/10.4018/ijsi.289592.
Full textTREGUBOVA, I. A. "FRACTAL GRAPHICS FOR VIRTUAL ENVIRONMENT GENERATION." Digital Technologies 26 (2019): 29–35. http://dx.doi.org/10.33243/2313-7010-26-29-35.
Full textHu, Zhipeng, Changjie Fan, Qiwei Zheng, Wei Wu, and Bai Liu. "Asyncflow: A visual programming tool for game artificial intelligence." Visual Informatics 5, no. 4 (December 2021): 20–25. http://dx.doi.org/10.1016/j.visinf.2021.11.001.
Full textAl-Tawil, Marwan, Moh’d Belal Al-Zoubi, Omar Y. Adwan, Ammar Al-Huneiti, and Reem Q. Al Fayez. "Efficient method for finding nearest neighbors in flocking behaviors using k-dimensional trees." IAES International Journal of Artificial Intelligence (IJ-AI) 12, no. 4 (December 1, 2023): 1628. http://dx.doi.org/10.11591/ijai.v12.i4.pp1628-1635.
Full textDissertations / Theses on the topic "Computer Graphics - Game Programming"
Hung, Cheng-Yu. "Multi-user game development." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3122.
Full textAlafaireet, Hussain. "Exploring the use of a commercial game engine for the development of educational software." Diss., Rolla, Mo. : Missouri University of Science and Technology, 2009. http://scholarsmine.mst.edu/thesis/pdf/Alafaireet_09007dcc806bfca9.pdf.
Full textVita. The entire thesis text is included in file. Title from title screen of thesis/dissertation PDF file (viewed August 14, 2009) Includes bibliographical references (p. 160-162).
Surangi, Vani Indrani. "Game design and development." CSUSB ScholarWorks, 2006. https://scholarworks.lib.csusb.edu/etd-project/3098.
Full textRoden, Timothy E. "Procedural content creation and technologies for 3D graphics applications and games." Thesis, University of North Texas, 2005. https://digital.library.unt.edu/ark:/67531/metadc4726/.
Full textPerez, Manuel A. "A language for interactive computer graphics programming." Virtual Press, 1987. http://liblink.bsu.edu/uhtbin/catkey/484784.
Full textFleming, Robert Renka Robert Joseph. "General purpose programming on modern graphics hardware." [Denton, Tex.] : University of North Texas, 2008. http://digital.library.unt.edu/permalink/meta-dc-6112.
Full textRamakrishnan, S. "A functional approach to graphics programming and modeling." Thesis, This resource online, 1992. http://scholar.lib.vt.edu/theses/available/etd-04212010-092917/.
Full textFleming, Robert. "General Purpose Programming on Modern Graphics Hardware." Thesis, University of North Texas, 2008. https://digital.library.unt.edu/ark:/67531/metadc6112/.
Full textMiller, Ruane. "A study of PostScript as a graphics programming language /." Online version of thesis, 1988. http://hdl.handle.net/1850/11483.
Full textBexelius, Tobias. "HaGPipe : Programming the graphics pipeline in Haskell." Thesis, Mälardalen University, School of Innovation, Design and Engineering, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-6234.
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In this paper I present the domain specific language HaGPipe for graphics programming in Haskell. HaGPipe has a clean, purely functional and strongly typed interface and targets the whole graphics pipeline including the programmable shaders of the GPU. It can be extended for use with various backends and this paper provides two different ones. The first one generates vertex and fragment shaders in Cg for the GPU, and the second one generates vertex shader code for the SPUs on PlayStation 3. I will demonstrate HaGPipe's many capabilities of producing optimized code, including an extensible rewrite rule framework, automatic packing of vertex data, common sub expression elimination and both automatic basic block level vectorization and loop vectorization through the use of structures of arrays.
Books on the topic "Computer Graphics - Game Programming"
A, DeLoura Mark, ed. Game programming gems. Boston, Mass: Charles River Media, 2007.
Find full textHarbour, Jonathan S. Beginning game programming. 3rd ed. Boston, MA: Course Technology/Cengage Learning, 2010.
Find full textScott, Jacobs, ed. Game programming gems 7. Australia: Charles River Media/Course Technology, 2008.
Find full textHarbour, Jonathan S. Beginning Java game programming. 2nd ed. Boston, MA: Thompson Course Technology, 2008.
Find full textInc, ebrary, ed. Mathematics for 3D game programming and computer graphics. 3rd ed. Boston, Mass: Cengage Learning, 2012.
Find full textSteve, Rabin, ed. AI game programming wisdom 4. Australia: Course Technology, Cengage Learning, 2008.
Find full textSteve, Rabin, ed. AI game programming wisdom 4. Australia: Course Technology, Cengage Learning, 2008.
Find full textSteve, Rabin, ed. AI game programming wisdom 4. Australia: Course Technology, Cengage Learning, 2008.
Find full textLengyel, Eric. Game engine gems. Sudbury, MA: Jones and Bartlett Publishers, 2010.
Find full textBook chapters on the topic "Computer Graphics - Game Programming"
Xian, Tengfei. "Practice of Sandbox Game in Higher Education Based on Graphic and Game Programming Environment." In Communications in Computer and Information Science, 356–64. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-50729-9_51.
Full textCroft, David Wallace. "Advanced Graphics." In Advanced Java Game Programming, 185–228. Berkeley, CA: Apress, 2004. http://dx.doi.org/10.1007/978-1-4302-0713-9_5.
Full textGosling, P. E. "Graphics in Basic." In Mastering Computer Programming, 85–93. London: Macmillan Education UK, 1990. http://dx.doi.org/10.1007/978-1-349-11094-0_7.
Full textEnderle, Günter, Klaus Kansy, and Günther Pfaff. "What is Computer Graphics?" In Computer Graphics Programming, 2–4. Berlin, Heidelberg: Springer Berlin Heidelberg, 1987. http://dx.doi.org/10.1007/978-3-642-71079-7_1.
Full textEnderle, Günter, Klaus Kansy, and Günther Pfaff. "Input." In Computer Graphics Programming, 33–37. Berlin, Heidelberg: Springer Berlin Heidelberg, 1987. http://dx.doi.org/10.1007/978-3-642-71079-7_10.
Full textEnderle, Günter, Klaus Kansy, and Günther Pfaff. "Segments." In Computer Graphics Programming, 37–42. Berlin, Heidelberg: Springer Berlin Heidelberg, 1987. http://dx.doi.org/10.1007/978-3-642-71079-7_11.
Full textEnderle, Günter, Klaus Kansy, and Günther Pfaff. "The GKS Metafile." In Computer Graphics Programming, 42–46. Berlin, Heidelberg: Springer Berlin Heidelberg, 1987. http://dx.doi.org/10.1007/978-3-642-71079-7_12.
Full textEnderle, Günter, Klaus Kansy, and Günther Pfaff. "States and State Lists." In Computer Graphics Programming, 46–48. Berlin, Heidelberg: Springer Berlin Heidelberg, 1987. http://dx.doi.org/10.1007/978-3-642-71079-7_13.
Full textEnderle, Günter, Klaus Kansy, and Günther Pfaff. "Error Handling." In Computer Graphics Programming, 48. Berlin, Heidelberg: Springer Berlin Heidelberg, 1987. http://dx.doi.org/10.1007/978-3-642-71079-7_14.
Full textEnderle, Günter, Klaus Kansy, and Günther Pfaff. "Three-Dimensional Extensions to GKS." In Computer Graphics Programming, 48–49. Berlin, Heidelberg: Springer Berlin Heidelberg, 1987. http://dx.doi.org/10.1007/978-3-642-71079-7_15.
Full textConference papers on the topic "Computer Graphics - Game Programming"
Stoffova, Veronika. "EDUCATIONAL COMPUTER GAMES IN PROGRAMMING TEACHING AND LEARNING." In eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-004.
Full textStoffova, Veronika. "COMPUTER GAMES IN PROGRAMMING TEACHING AND LEARNING." In eLSE 2020. University Publishing House, 2020. http://dx.doi.org/10.12753/2066-026x-20-009.
Full textTomsons, Dzintars, and Inta Znotiņa. "DEVELEPMENT OF COMPUTER-BASED EDUCATIONAL GAME ACROSS COMPUTER SCIENCE CURRICULUM." In 1st International Baltic Symposium on Science and Technology Education. Scientia Socialis Ltd., 2015. http://dx.doi.org/10.33225/balticste/2015.92.
Full textHmeljak, Dimitrij (Mitja), and Holly Zhang. "Teaching Computer Graphics Programming Using a Game Development Engine." In SIGCSE '20: The 51st ACM Technical Symposium on Computer Science Education. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3328778.3372669.
Full textJoel, William. "A Game-Development Paradigm for Building Programming Intuition." In SIGGRAPH '22: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3532724.3535601.
Full textKenwright, Benjamin. "Interactive Web-Based Programming through Game-Based Methodologies." In SIGGRAPH '20: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3388530.3407243.
Full textPeng, Chao, Lizhou Cao, David Schwartz, and Huadong Zhang. "Integrating Independent Contributions in a Game Programming Assignment." In SIGGRAPH '24: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2024. http://dx.doi.org/10.1145/3641235.3664431.
Full textSung, Kelvin, Peter Shirley, and Becky Reed Rosenberg. "Experiencing aspects of games programming in an introductory computer graphics class." In Proceedinds of the 38th SIGCSE technical symposium. New York, New York, USA: ACM Press, 2007. http://dx.doi.org/10.1145/1227310.1227400.
Full textSilva Junior, Braz Araujo da, Simone André da Costa Cavalheiro, and Luciana Foss. "GrameStation: Specifying Games with Graphs." In Simpósio Brasileiro de Informática na Educação. Sociedade Brasileira de Computação - SBC, 2021. http://dx.doi.org/10.5753/sbie.2021.218639.
Full textStefan, Ioana andreea, Antoniu Stefan, Milos Kravcik, Theo Lim, and Rafael Bidarra. "INTEROPERABILITY STRATEGIES FOR SERIOUS GAMES DEVELOPMENT." In eLSE 2012. Editura Universitara, 2012. http://dx.doi.org/10.12753/2066-026x-12-151.
Full textReports on the topic "Computer Graphics - Game Programming"
Моісеєнко, Наталя Володимирівна, Михайло Вікторович Моісеєнко, Владислав Сергійович Кузнецов, Богдан Альбертович Ростальний, and Арнольд Юхимович Ків. Teaching computer game development with Unity engine: a case study. CEUR Workshop Proceedings, September 2023. http://dx.doi.org/10.31812/123456789/8486.
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