Thursday, June 13, 2013

Cambridge First Certificate Writing Teacher's book (Cambridge First Certificate Skills)


Cambridge First Certificate Writing Teacher's book (Cambridge First Certificate Skills)
Cambridge First Certificate Writing New Edition combines creative practice of writing skills with systematic training for Paper 2. It contains varied, stimulating activities designed to develop planning, checking and revising techniques, while also providing helpful grammar and vocabulary input and practice. The book begins with a foundation unit to increase awareness of key aspects of writing and concludes with a review unit which draws together the main techniques presented and practised. The aims of each unit are set out clearly at the start, and students are guided throughout by helpful, illustrated exam tips and study hints.

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A University Grammar of English

A University Grammar of English

Randolph Quirk, "A University Grammar of English" 
L.ngman P.blishing Gr.up | 1973 | ISBN: 0582552079 | 484 pages | PDF | 54,5 MB

University Grammar of English is a shorter version of A Grammar of Contemporary English on which the authors worked in collaboration with Geoffrey Leech and Jan Svartvik.
The structure of the parent book has been preserved so that reference can easily be made to it, though in many respects the authors have incorporated revisions, improvements, and expansions. The present treatment has been adapted to the needs of students who require maximum comprehensive-ness with maximum economy of presentation. The authors carefully indicate constructions which distinguish spoken from written, formal from informal, or British from American usage.

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Direct3D Programming Kick Start By Clayton Walnum

Direct3D Programming Kick Start By Clayton Walnum
Direct3D Programming Kick Start By Clayton Walnum
DirectX 9, a brand-new version of Microsoft's multimedia libraries, features the latest 3D graphics technology in the form of Direct3D 9. Direct3D Programming will cover everything a C++ programmer needs to know in order to use Direct3D 9 to create interactive 3D worlds. The book begins with an overview of basic Windows and 3D programming techniques and works its way through the library, starting with getting Direct3D up-and-running all the way to more advanced topics such as textures, lighting, and fog. All concepts and programming techniques are demonstrated in example programs that the reader can build himself using detailed step-by-step instructions.

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Beginning DirectX 11 Game Programming By Allen Sherrod

Beginning DirectX 11 Game Programming By Allen Sherrod
Beginning DirectX 11 Game Programming By Allen Sherrod
Discover the latest and most popular technology for creating next-generation 3D games: DIRECTX 11! BEGINNING DIRECTX 11 GAME PROGRAMMING is an introductory guide to learning the basics of DirectX 11 that will help get you started on the path to 3D video game programming and development. Written specifically for the beginner programmer, this book uses step-by-step instructions to teach the basics of DirectX 11 and introduces skills that can be applied to creating games for PCs and game console platforms such as the Xbox 360. Updated for all the newest DirectX 11 technology, this book includes coverage of improved professional coding practices, an overview of the latest DirectX components and tools, sprites, text and font rendering, 3D character rendering, cameras, audio, shaders and effects, and much more. By the time you reach the end of this book, you will have had enough experience with DirectX 11 that you should be able to explore making simple video games and demos. From there, you can progress toward making more complex games and demos until you find yourself able to complete and release your own PC or console games.

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Introduction to 3D Game Programming with DirectX 10 By Frank D. Luna

Introduction to 3D Game Programming with DirectX 10 By Frank D. Luna
Introduction to 3D Game Programming with DirectX 10 By Frank D. Luna 
Introduction to 3D Game Programming with DirectX 10 provides an introduction to programming interactive computer graphics, with an emphasis on game development, using DirectX 10. The book is divided into three main parts. Part I explores basic mathematical tools, Part II shows how to implement fundamental tasks in Direct3D, and Part III demonstrates a variety of techniques and special effects. With this book: Understand how vectors, matrices, and transfomations are used in the creation of computer games. Discover how to implement lighting, texture mapping, blending, and stenciling to increase the realism of your scenes. Explore techniques for creating special effects, including terrain rendering, shadow mapping, particle systems, and reflections. Learn about new Direct3D 10 features such as geometry shaders, the stream out pipeline stage, texture arrays, and primitive IDs. Test your knowledge and programming skills with the end-of-chapter exercises.

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Perspective Drawing Handbook by Joseph D'Amelio

Perspective Drawing Handbook by Joseph D'Amelio
Perspective Drawing Handbook by Joseph D'Amelio
Concise, thoughtfully written text on drawing and sketching, accompanied by more than 150 simply drawn illustrations, provides important information on such subjects as diminution, foreshortening, convergence, shade and shadow, and other visual principles of perspective. Illustrations depict a sense of space and depth, demonstrate vanishing points and eye level.

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Introducing Character Animation with Blender

 Introducing Character Animation with Blender
Introducing Character Animation with Blender By Tony Mullen
English | 2 edition 2010 | 496 Pages | ISBN: 047042737X | EPUB | 60 MB

Introducing Character Animation with Blender, 2nd Edition is written in a friendly but professional tone, with clear descriptions and numerous illustrative screenshots. Throughout the book, tutorials focus on how to accomplish actual animation goals, while illustrating the necessary technical methods along the way. These are reinforced by clear descriptions of how each specific aspect of Blender works and fits together with the rest of the package. By following all the tutorials, the reader will gain all the skills necessary to build and animate a well-modeled, fully-rigged character of their own.

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