year of publication | ISBN | author(s) | title |
2000 | 978-1-58450-012-4 | Nick Robalik | Truespace F/X Creations (Graphics Series) |
2002 | 978-1-58450-018-6 | John R. Vacca | Computer Forensics: Computer Crime Scene Investigation (With CD-ROM) (Networking Series) |
2001 | 978-1-58450-021-6 | Bill Fleming · Richard H. Schrand | 3D Creature Workshop (Graphics Series) |
2000 | 978-1-58450-026-1 | Mark Pearrow | Web Site Usability Handbook (Internet Series) |
2001 | 978-1-58450-035-3 | Shamms Mortier | Advanced Bryce Creations: Photorealistic 3D Worlds (Graphics Series) |
'' | 978-1-58450-036-0 | Kelly Valqui · Eunice Freire | WEB DESIGN & DEVELOPMENT |
'' | 978-1-58450-037-7 | Eric Lengyel | Mathematics for 3d Game Programming and Computer Graphics (Game Development Series) |
2000 | 978-1-58450-038-4 | Arnold Gallardo | 3D Lighting: History, Concepts & Techniques (Graphics Series) |
2001 | 978-1-58450-039-1 | Adam Watkins | The Cinema 4D XL Handbook with CDROM (Graphic Series) |
2000 | 978-1-58450-042-1 | Jeff Paries | The Animation: Master 2000 Handbook (Graphics Series) |
2001 | 978-1-58450-043-8 | Luke Ahearn | Designing 3D Games that Sell! (Graphics Series) |
2000 | 978-1-58450-049-0 | Mark DeLoura | Game Programming Gems (GAME PROGRAMMING GEMS SERIES) |
2001 | 978-1-58450-054-4 | Mark DeLoura | Game Programming Gems 2 (GAME PROGRAMMING GEMS SERIES) (Vol 2) |
'' | 978-1-58450-055-1 | Chad Walker · Eric Walker | Game Modeling Using Low Polygon Techniques (Charles River Media Graphics) |
2002 | 978-1-58450-056-8 | Mark Pearrow | The Wireless Web Usability Handbook |
'' | 978-1-58450-057-5 | David Paull | Programming Dynamic Character Animation (ADVANCES IN COMPUTER GRAPHICS AND GAME DEVELOPMENT SERIES) |
2001 | 978-1-58450-058-2 | Guy W. Lecky-Thompson | Infinite Game Universe: Mathematical Techniques (Advances in Computer Graphics and Game Development) |
2002 | 978-1-58450-061-2 | Mary E. Farrell | Learning Computer Programming: It's Not About Languages (CYBERROOKIES SERIES) |
2003 | 978-1-58450-064-3 | Pete Loshin | Electronic Commerce (Networking Series) |
2002 | 978-1-58450-065-0 | Christopher A. Crayton | A+ Adaptive Exams (The Test Taker's Guide Series) |
2002 | 978-1-58450-066-7 | Clint Eccher | Professional Web Design: Techniques and Templates (with CD-ROM) (Charles River Media Internet & Web Design) |
2001 | 978-1-58450-067-4 | Luke Ahearn | 3D Game Creation (Cyberrookies) |
2002 | 978-1-58450-077-3 | Steve Rabin | AI Game Programming Wisdom (Game Development Series) |
'' | 978-1-58450-090-2 | Francois Dominic Laramee | Game Design Perspectives (ADVANCES IN COMPUTER GRAPHICS AND GAME DEVELOPMENT SERIES) |
2001 | 978-1-58450-091-9 | Nikolai Poleshchuk | AutoCAD Developer's Guide to Visual LISP |
2002 | 978-1-58450-092-6 | Oswald Campesato | JAVA Graphics Programming Library: Concepts To Source Code (ADVANCES IN COMPUTER GRAPHICS AND GAME DEVELOPMENT SERIES) |
2001 | 978-1-58450-094-0 | Patrik Beck | Lightwave 6.5 Project Handbook (Graphics Series) |
2002 | 978-1-58450-096-4 | Ashfaq A. Khan | Practical Linux Programming: Device Drivers, Embedded Systems, and the Internet (Programming Series) |
2001 | 978-1-58450-097-1 | Chao C. Chien | Professional Software Development with Visual C++ 6.0 & MFC (With CD-ROM) (Programming Series) |
2002 | 978-1-58450-098-8 | Ben Long · Sonja Schenk | The Digital Filmmaking Handbook (Graphics Series) |
'' | 978-1-58450-100-8 | O G Kakde | Algorithms for Compiler Design (Electrical and Computer Engineering Series) |
'' | 978-1-58450-200-5 | Adam Watkins | Final Cut Pro 3 & DVD Studio Pro Handbook (Digital Filmmaking Series) |
2003 | 978-1-58450-204-3 | Greg Snook | Real-Time 3D Terrain Engines Using C++ and DirectX9 (Game Development Series) |
'' | 978-1-58450-205-0 | Andrew Charles Clayton | Level Creation for PC Games (Game Development Series) |
2002 | 978-1-58450-206-7 | Clayton E Crooks | Learning REALbasic Though Applications (Programming Series) |
2002 | 978-1-58450-209-8 | Ken Brilliant | Modeling Digital Dinosaurs (Graphics Series) |
'' | 978-1-58450-211-1 | John Farrell | Digital Movies With Quicktime (Digital Filmmaking Series) |
2004 | 978-1-58450-212-8 | Jeff Fellinge | IT Administrator's Top 10 Introductory Scripts For Windows (Administrator's Adantage Series) |
2002 | 978-1-58450-213-5 | Guy W. Lecky-Thompson | Infinite Game Universe: Level Design, Terrain, And Sound (ADVANCES IN COMPUTER GRAPHICS AND GAME DEVELOPMENT SERIES) |
2003 | 978-1-58450-214-2 | David Michael | Indie Game Development Survival Guide (Game Development Series) |
2002 | 978-1-58450-215-9 | Markus Friedl | Online Game Interactivity Theory (ADVANCES IN COMPUTER GRAPHICS AND GAME DEVELOPMENT SERIES) |
2003 | 978-1-58450-216-6 | Adam Watkins | Cinema 4D R8 Handbook (Graphics Series) |
2002 | 978-1-58450-217-3 | Shamms Mortier | The Bryce 5 Handbook (Graphics Series) |
2003 | 978-1-58450-220-3 | Clayton E Crooks | The gmax Handbook (Game Development Series) |
2002 | 978-1-58450-221-0 | Kimberly Seefeld | Java Programming Fundamentals (CYBERROOKIES SERIES) |
'' | 978-1-58450-222-7 | Patrik Beck | Lightwave 7.5 Primer (Graphics Series) |
'' | 978-1-58450-223-4 | Luke Ahearn · Clayton E Crooks | Awesome Game Creation: No Programming Required, Second Edition (Game Development Series) |
2003 | 978-1-58450-227-2 | Noel Llopis | C++ For Game Programmers (Charles River Media Game Development) |
2002 | 978-1-58450-228-9 | John C Byrne · Jim Cross | Java for Cobol Programmers (Programming Series) |
'' | 978-1-58450-229-6 | R. Shamms Mortier | The Poser 5 Handbook (Graphics Series) |
2002 | 978-1-58450-231-9 | Ben Long | Complete Digital Photography (2nd Edition) (Charles River Media Graphics) |
2003 | 978-1-58450-232-6 | Don Seegmiller | Digital Character Design and Painting (Graphics Series) |
2002 | 978-1-58450-233-3 | Dante Treglia | Game Programming GEMS 3 (GAME PROGRAMMING GEMS SERIES) (v. 3) |
'' | 978-1-58450-236-4 | David Rogers | Animation:Master 2002: A Complete Guide (Graphics Series) |
2003 | 978-1-58450-239-5 | Sheri Graner Ray | Gender Inclusive Game Design: Expanding The Market (ADVANCES IN COMPUTER GRAPHICS AND GAME DEVELOPMENT SERIES) |
2002 | 978-1-58450-242-5 | Clayton E Crooks | LEARNING VISUAL BASIC.NET THROUGH APPLICATIONS (Programming Series) |
2004 | 978-1-58450-243-2 | Thor Alexander | Massively Multiplayer Game Development (Game Development Series) |
2002 | 978-1-58450-245-6 | James Boer | Game Audio Programming (ADVANCES IN COMPUTER GRAPHICS AND GAME DEVELOPMENT SERIES) |
2003 | 978-1-58450-246-3 | Christian Gross | Applied Software Engineering with Apache Jakarta (Programming Series) |
2002 | 978-1-58450-247-0 | M. Tim Jones | TCP/IP Application Layer Protocols For Embedded Systems (Networking Series) |
2003 | 978-1-58450-248-7 | Bernd Matzke | ANT: The Java Build Tool In Practice (Programming Series) |
2004 | 978-1-58450-250-0 | Douglas Baldwin · Greg Scragg | Algorithms & Data Structures: The Science Of Computing (Electrical and Computer Engineering Series) |
2003 | 978-1-58450-251-7 | Christopher A. Crayton | Security + Exam Guide (TESTTAKER'S GUIDE SERIES) |
'' | 978-1-58450-252-4 | Clayton E Crooks II | Developing Tablet PC Applications (Programming Series) |
2002 | 978-1-58450-254-8 | V. Ponamarev | Delphi Programming with COM and ActiveX (Programming Series) |
2003 | 978-1-58450-258-6 | Sean Riley | Game Programming With Python (Game Development Series) |
'' | 978-1-58450-261-6 | Sergio Perez | Elementary Game Programming & Simulations Using Jamagic (Game Development Series) |
'' | 978-1-58450-262-3 | Brian Hochgurtel | Cross-Platform Web Services Using C# & JAVA (Programming Series) |
2003 | 978-1-58450-264-7 | Jeanine Meyer | Creating Database Web Applications With PHP and ASP (Internet Series) |
'' | 978-1-58450-266-1 | Joel Rosenthal · Kevin Irwin | Personal Computer Repair & Maintenance: A Practical Guide (Networking Series) |
2004 | 978-1-58450-267-8 | David Kalwick | 3ds max 6 Essentials: A Real-World Approach (Graphics Series) |
2003 | 978-1-58450-268-5 | M. Tim Jones | BSD Sockets Programming From a Multi-Language Perspective (Programming Series) |
2002 | 978-1-58450-270-8 | Paul Steed | Animating Real-Time Game Characters (Game Development Series) |
2004 | 978-1-58450-271-5 | Rob Ericsson | Building Business Intelligence Application With .Net (Networking Series) |
2003 | 978-1-58450-275-3 | David Stripinis | Mel Companion: Maya Scripting for 3D Artists (Graphics Series) |
'' | 978-1-58450-276-0 | Ahmar Abbas | Grid Computing: Practical Guide To Technology & Applications (Programming Series) |
'' | 978-1-58450-277-7 | Eric Lengyel | Mathematics for 3D Game Programming and Computer Graphics, Second Edition |
'' | 978-1-58450-278-4 | M. Tim Jones | AI Application Programming (Charles River Media Programming) |
2003 | 978-1-58450-280-7 | Chuck Easttom | Moving From Windows To Linux (Networking Series) |
2004 | 978-1-58450-281-4 | Ashfaq A. Khan | Digital Signal Processing Fundamentals (Charles River Media Computer Engineering) |
'' | 978-1-58450-282-1 | Francois Dominic Laramee · Franois Dominic Laramee | Secrets of the Game Business (Charles River Media Game Development) |
'' | 978-1-58450-283-8 | Eric Hunley | Web Design With Macromediaâ„¢ Studio MX 2004 (Internet Series) |
'' | 978-1-58450-284-5 | Thomas Herbert | Linux TCP/IP Stack: Networking For Embedded Systems (Networking Series) |
2003 | 978-1-58450-285-2 | Ken Brilliant | Building a Digital Human (Graphics Series) |
'' | 978-1-58450-287-6 | José M. Garrido | Object-Oriented Programming (From Problem Solving to JAVA) (Programming Series) |
2003 | 978-1-58450-288-3 | Kevin Hanegan | Practical Guide to Curl (Programming Series) |
'' | 978-1-58450-289-0 | Steve Rabin | AI Game Programming Wisdom 2 (Game Development Series) |
2004 | 978-1-58450-291-3 | Matt Liverman | The Animator's Motion Capture Guide: Organizing, Managing, Editing (Charles River Media Game Development) |
2003 | 978-1-58450-294-4 | Eric Lengyel | OpenGL Extensions Guide (Graphics Series) |
2004 | 978-1-58450-295-1 | Andrew Kirmse | Game Programming Gems 4 (GAME PROGRAMMING GEMS SERIES) (v. 4) |
2005 | 978-1-58450-297-5 | Stephen Burns | Photoshop CS Trickery & FX (Graphics Series) |
2003 | 978-1-58450-298-2 | Oswald Campesato | Fundamentals of SVG Programming: Concepts to Source Code (Graphics Series) |
'' | 978-1-58450-299-9 | Jeff Lander | Graphics Programming Methods (Graphics Series) |
2004 | 978-1-58450-300-2 | Dennis Summers | Texturing Concepts & Techniques (Graphics Series) |
'' | 978-1-58450-301-9 | Kevin Ruse | XML for Web Designers Using Macromedia™ Studio MX 2004 (Internet Series) |
'' | 978-1-58450-306-4 | Martin Brownlow | Game Programming Golden Rules (Game Development Series) |
2003 | 978-1-58450-307-1 | Christopher A. Crayton | A+ Exams Guide (Exam 220-301)(Exam 220-302) (TESTTAKER'S GUIDE SERIES) |
2005 | 978-1-58450-308-8 | Brian Hawkins | Real-Time Cinematography For Games (Game Development Series) |
2004 | 978-1-58450-309-5 | Glen Rhodes | Macromedia Flash MX 2004 Game Development (Game Development Series) |
2003 | 978-1-58450-310-1 | Mike de la Flor | The Carrara Studio 3 Handbook (Graphics Series) |
2004 | 978-1-58450-311-8 | Clayton Walnum | Pro Tools Recording Guide (Graphics Series) |
2005 | 978-1-58450-312-5 | Thom Robbins | Programming Microsoft Infopath: A Developer's Guide (Charles River Media Programming) |
2004 | 978-1-58450-314-9 | Richard Conway · Julian Cordingley | Code Hacking: A Developer's Guide To Network Security (Networking Series) |
2004 | 978-1-58450-315-6 | Robert Firebaugh | Illustrating With Macromedia FlashTM MX 2004 (Charles River Media Internet & Web Design) |
'' | 978-1-58450-316-3 | Rod Afshar · Cliff Jones · Duke Banerjee | Advergaming Developer's Guide: Using Macromedia Flash MX 2004 and Director MX (Game Development Series) |
'' | 978-1-58450-317-0 | John W Farber | Essential Electronics For PC Technicians (Electrical and Computer Engineering Series) |
'' | 978-1-58450-318-7 | John W. Farber | Essential Electronics for PC Technicians (Electrical and Computer Engineering Series) |
'' | 978-1-58450-320-0 | John Locke | Open Source Solutions For Small Business Problems (Networking Series) |
2004 | 978-1-58450-321-7 | Colin Smith | Photshop CS For Digital Photographers (Graphics Series) |
'' | 978-1-58450-323-1 | Penny Baillie-de Byl | Programming Believable Characters For Computer Games (Game Development Series) |
'' | 978-1-58450-324-8 | Clayton E Crooks II | Mobile Device Game Development (Game Development Series) |
'' | 978-1-58450-325-5 | '' | Awesome 3D Game Development: No Programming Required (Game Development Series) |
'' | 978-1-58450-326-2 | Dustin Clingman · Shawn Kendall · Syrus Mesdaghi | Practical Java Game Development (Game Development Series) |
2004 | 978-1-58450-328-6 | Jesus Mena | Homeland Security Techniques & Technologies (Networking Series) |
2005 | 978-1-58450-330-9 | Danny Kodicek | Mathematics & Physics for Programmers (Programming Series) |
2004 | 978-1-58450-332-3 | H. Bungartz · M. Griebel · C. Zenger | Introduction To Computer Graphics (Graphics Series) |
'' | 978-1-58450-333-0 | Gerig | User Interface Design for Game Developers |
2003 | 978-1-58450-334-7 | Sanford Kennedy | 3ds max 6 Animation & Visual Effects Techniques (Graphics Series) |
2004 | 978-1-58450-335-4 | R Das · K Charkrabarty | Enabling IP Routing With Cisco Routers (Networking Series) |
'' | 978-1-58450-337-8 | Mike de la Flor | The Digital Biomedical Illustration Handbook (Graphics Series) |
'' | 978-1-58450-338-5 | P S Deshpande · O G Kakde | C & Data Structures (Electrical and Computer Engineering Series) |
'' | 978-1-58450-340-8 | Don Seegmiller | Digital Character Design And Painting: The Photoshop CS Edition (Graphics Series) |
2004 | 978-1-58450-341-5 | V Anand · K Chakrabarty | Cisco IP Routing Protocols: Troubleshooting Techniques (Networking Series) |
'' | 978-1-58450-342-2 | Ben Carter | The Game Asset Pipeline (Game Development Series) |
'' | 978-1-58450-343-9 | Heather M(Heather Chandler) Chandler | The Game Localization Handbook (Game Development Series) |
'' | 978-1-58450-344-6 | Brian Schwab | AI Game Engine Programming (Game Programming Series) |
'' | 978-1-58450-346-0 | Scott Loveland · Geoffrey Miller · Richard Prewitt · Michael Shannon | Software Testing Techniques: Finding the Defects that Matter (Programming Series) |
2005 | 978-1-58450-347-7 | Christian Gross | Open Source for Windows (Administrator's Advantage Series) |
2004 | 978-1-58450-348-4 | Alan Sugano | The Real World Network Troubleshooting Manual: Tools, Techniques, and Scenarios (Administrator's Advantage Series) |
2004 | 978-1-58450-349-1 | Wolfgang Engel | Programming Vertex & Pixel Shaders (Charles River Media Graphics) |
'' | 978-1-58450-351-4 | Adam Watkins · Chris Neuhahn | Maya 6 Handbook (Graphics Series) |
2005 | 978-1-58450-352-1 | Kim Pallister | Game Programming Gems 5 (GAME PROGRAMMING GEMS SERIES) (v. 5) |
2004 | 978-1-58450-354-5 | Staffan Bjork · Jussi Holopainen | Patterns In Game Design (Game Development Series) |
'' | 978-1-58450-355-2 | Timothy L Warner | MCDST Exams (EXAMS 70-271/70-272) (TestTaker's Guide Series) |
'' | 978-1-58450-356-9 | Ben Long | Complete Digital Photography (Digital Photography Series) |
'' | 978-1-58450-357-6 | Wolfgang Engel | ShaderX3 Advanced Rendering with DirectX and OpenGL (SHADERX SERIES) |
2005 | 978-1-58450-358-3 | Herbert H Thompson · Scott G Chase | Software Vulnerability Guide (Programming Series) |
2004 | 978-1-58450-363-7 | Vaughan Young | Programming Mutliplayer FPS Direct X (Game Development Series) |
2004 | 978-1-58450-364-4 | Peter Schuh | Integrating Agile Development In The Real World (Programming Series) |
'' | 978-1-58450-365-1 | Clint Eccher · Eric Hunley · Erik Simmons | Professional Web Design: Techniques and Templates (Internet Series) |
'' | 978-1-58450-369-9 | Ed Byrne | Game Level Design (Game Development Series) |
2005 | 978-1-58450-371-2 | M. Tim Jones | GNU/LINUX Applications Programming (Programming Series) |
2004 | 978-1-58450-372-9 | Christopher A. Crayton · Joel Z. Rosenthal · Kevin J. Irwin | The A+ Certification & PC Repair Handbook (Networking Series) |
2005 | 978-1-58450-373-6 | Sanford Kennedy | 3ds Max 7 Photorealistic Animation (Graphics Series) |
'' | 978-1-58450-376-7 | Duane J Jarc | Learning JAVA through Applications (Programming Series) |
'' | 978-1-58450-377-4 | Steve Rabin | Introduction to Game Development (Game Development Series) |
2005 | 978-1-58450-378-1 | Robert B. Reese | Microprocessors: From Assembly Language to C Using the PICI8FXX2 (Da Vinci Engineering) |
'' | 978-1-58450-379-8 | Steven Goodwin | Cross Platform Game Programming (Game Development) |
'' | 978-1-58450-380-4 | Kenny Erleben · Jon Sporring · Knud Henriksen · Henrik Dohlmann | Physics Based Animation (Graphics Series) |
'' | 978-1-58450-381-1 | Benoit Boulet · Leo Chartrand | Fundamentals of Signals and Systems (Electrical and Computer Engineering; Book & CD-ROM) |
2006 | 978-1-58450-383-5 | Eric Lengyel | The OpenAL Programming Guide (Game Development) |
2005 | 978-1-58450-385-9 | Guy W. Lecky-Thompson | Corporate Software Project Management (Charles River Media Computer Engineering) |
2006 | 978-1-58450-388-0 | Robert Ericsson · Jason Cline | SQL Server 2005 for Developers |
2005 | 978-1-58450-389-7 | John R Vacca | COMPUTER FORENSICS 2E (Networking Series) |
'' | 978-1-58450-390-3 | Thor Alexander | Massively Multiplayer Game Development 2 (v. 2) |
2005 | 978-1-58450-391-0 | Martin Brownlow | The Game Programmer's Arsenal |
2006 | 978-1-58450-392-7 | Max Fomitchev | Enterprise Application Development with Visual C++ 2005 (Programming Series) |
2005 | 978-1-58450-393-4 | Steven S. Warren | The VMWare Workstation 5 Handbook (Networking & Security) |
'' | 978-1-58450-394-1 | Mike Wellins | Storytelling through Animation (Graphics) |
'' | 978-1-58450-395-8 | Riccard Linde | Game Art: Creation, Direction, and Careers (Game Development) |
'' | 978-1-58450-396-5 | Peter G Smith | Linux Network Security (Administrator's Advantage Series) |
2006 | 978-1-58450-397-2 | Thom Robbins | Programming Mobile Business Solutions |
2005 | 978-1-58450-399-6 | Francois Dominic Laramee | Secrets of the Game Business, 2nd Ed. |
'' | 978-1-58450-400-9 | Greg Reese | C++ Standard Library Practical Tips (Programming Series) |
2005 | 978-1-58450-401-6 | Clayton Walnum | Palm Application Programming |
'' | 978-1-58450-402-3 | Adam Watkins · Anson Call | Cinema 4D 9/9.1 Handbook (Graphics Series) |
'' | 978-1-58450-404-7 | Paul Schuytema · Mark Manyen | Game Development With LUA (Game Development Series) |
'' | 978-1-58450-405-4 | Christopher LT Brown | Computer Evidence: Collection & Preservation (Networking Series) |
'' | 978-1-58450-406-1 | Martin Heni · Andreas Beckermann | Open Source Game Development: Qt Games For KDE, PDAs, And Windows (Game Development Series) |
2005 | 978-1-58450-407-8 | Jason Darby | Make Amazing Games in Minutes (Game Development Series) |
'' | 978-1-58450-409-2 | Ed Moyle · Diana Kelley | Cryptographic Libraries for Developers (Programming Series) |
'' | 978-1-58450-411-5 | David McAmis | Crystal Reports XI for Developers |
'' | 978-1-58450-412-2 | Laurence Boxer · Russ Miller | Algorithms Sequential & Parallel: A Unified Approach (Electrical and Computer Engineering Series) |
'' | 978-1-58450-413-9 | Rickland Hollar · Richard Murphy | Enterprise Web Services Security (Internet Series) |
2006 | 978-1-58450-414-6 | Penny Baillie-de Byl | Artificial Life Possibilities: A Star Trek Perspective (Game Development Series) |
2005 | 978-1-58450-415-3 | Chris Neuhahn · Josh Book | Professional Short Films with Autodesk 3ds Max (Graphics Series) |
2006 | 978-1-58450-416-0 | Heather M Chandler | Game Production Handbook (Game Development Series) |
2005 | 978-1-58450-418-4 | Eric Bruno | Java Messaging (Programming Series) |
2005 | 978-1-58450-421-4 | M. Tim Jones | AI Application Programming (Programming Series) |
'' | 978-1-58450-423-8 | Roger Stevens | Creating Fractals (Graphics Series) |
'' | 978-1-58450-424-5 | Vladimir Silva | Grid Computing for Developers (Programming Series) |
2006 | 978-1-58450-425-2 | Wolfgang Engel | ShaderX4: Advanced Rendering Techniques (Graphics Series) |
2005 | 978-1-58450-426-9 | James Levenick | Simply Java: An Introduction to Java Programming (Programming Series) |
'' | 978-1-58450-427-6 | Frank Nielsen | Visual Computing: Geometry, Graphics, and Vision (Graphics Series) |
'' | 978-1-58450-429-0 | Chris Bateman · Richard Boon | 21st Century Game Design (Game Development Series) (Charles River Media Game Development) |
2006 | 978-1-58450-432-0 | Erik Yuzwa | Game Programming in C++: Start to Finish (Game Development Series) |
2005 | 978-1-58450-433-7 | Erik M. Keller | Unix/Linux Survival Guide (Administrator's Advantage Series) |
2006 | 978-1-58450-435-1 | Skolones | Game Physics Techniques & Innovations |
2006 | 978-1-58450-437-5 | Larry Mitchell | C4D 9.5: Real-World 3D Animation Production (Graphics Series) |
2005 | 978-1-58450-438-2 | Ben Long · Sonja Schenk | The Digital Filmmaking Handbook (Digital Filmmaking Series) |
2006 | 978-1-58450-440-5 | Tereza Flaxman | Maya Character Modeling and Animation (Charles River Media Graphics) |
2007 | 978-1-58450-441-2 | Mike Mostafavi | Visual Basic 2005 By Practice (Programming Series) |
2006 | 978-1-58450-442-9 | Chuck Easttom · Bryan Hoff | Moving From Windows to Linux (Networking Series) |
'' | 978-1-58450-443-6 | Audre Vysniauskas · Denise Tyler | Practical Poser 6 (Graphics) |
'' | 978-1-58450-444-3 | Bryan Bergeron | Developing Serious Games (Game Development Series) |
'' | 978-1-58450-445-0 | Jamil Azher | Global Outsourcing with Microsoft Visual Studio 2005 Team System (Networking & Security Series) |
'' | 978-1-58450-446-7 | Nanu Swamy · Naveena Swamy | Basic Game Design & Creation for Fun & Learning (Game Development Series).Book & CD-ROM. |
2005 | 978-1-58450-447-4 | Stephen Burns | Advanced Photoshop CS2 Trickery & FX (Graphics Series) |
2006 | 978-1-58450-450-4 | Mike Dickheiser | Game Programming Gems 6 (Book & CD-ROM) (Game Development Series) |
2006 | 978-1-58450-452-8 | Mike Dickheiser | C++ For Game Programmers (Game Development Series) |
'' | 978-1-58450-453-5 | Thom Robbins | Programming Microsoft Infopath: A Developer's Guide |
'' | 978-1-58450-455-9 | Erik Yuzwa · Francois Dominic Laramee | Learn C++ By Making Games (Charles River Media Programming) |
'' | 978-1-58450-457-3 | Steve Rabin | AI Game Programming Wisdom 3 (Game Development Series) |
'' | 978-1-58450-458-0 | Allen Sherrod | Ultimate Game Programming With DirectX |
2006 | 978-1-58450-459-7 | Brenda Brathwaite | Sex in Video Games |
'' | 978-1-58450-460-3 | Manu Konchady | Text Mining Application Programming (Programming Series) |
'' | 978-1-58450-461-0 | Bobby Malik | Practical Windows Administration Scripting (Networking & Security Series) |
2005 | 978-1-58450-462-7 | Colin Smith | Complete Photoshop CS2 For Digital Photographers (Digital Photography) |
2006 | 978-1-58450-463-4 | Mike de la Flor | Carrara 5 Pro Handbook (Graphics Series) |
'' | 978-1-58450-464-1 | Neal Krawetz | Introduction to Network Security (Networking Series) |
'' | 978-1-58450-466-5 | Arron Ferguson | Creating Content Management Systems in Java (Charles River Media Programming) |
2006 | 978-1-58450-468-9 | Sam Siewert | Real-Time Embedded Components and Systems (Da Vinci Engineering) |
'' | 978-1-58450-469-6 | Mark Pearrow | Web Site Usability Handbook (Internet Series) |
'' | 978-1-58450-471-9 | Paul Schuytema | Game Design: A Practical Approach (Game Development Series) |
'' | 978-1-58450-473-3 | Allen Sherrod | Ultimate 3D Game Engine Design & Architecture (Charles River Media Game Development) |
'' | 978-1-58450-474-0 | David Kalwick | Animating Facial Features & Expressions, Second Edition (Graphics Series) |
2006 | 978-1-58450-475-7 | David Rogers | Animation: Master: A Complete Guide (Graphics Series) |
'' | 978-1-58450-477-1 | Robert Firebaugh | Illustrating with Macromedia Flash Professional 8 (Graphics Series) |
'' | 978-1-58450-478-8 | Denise Tyler | Practical Poser 7 (Graphics Series) |
'' | 978-1-58450-480-1 | Shreeraj Shah | Hacking Web Services (Networking Series) |
'' | 978-1-58450-481-8 | Thomas Herbert | Linux TCP/IP Networking for Embedded Systems |
2006 | 978-1-58450-483-2 | Robert Firebaugh | Macromedia Flash Professional 8 Game Graphics |
'' | 978-1-58450-485-6 | Adam Watkins | Introduction to 3D Graphics & Animation Using Maya (Graphics Series) |
'' | 978-1-58450-486-3 | Ian Barile | Protecting Your PC (General Computing Series) |
'' | 978-1-58450-487-0 | Glen Rhodes | Macromedia Flash Professional 8 Game Development |
'' | 978-1-58450-490-0 | Chris Bateman | Game Writing: Narrative Skills for Videogames (Charles River Media Game Development) |
2006 | 978-1-58450-492-4 | S. Gregory Boyd · Brian Green | Business & Legal Primer for Game Development |
'' | 978-1-58450-493-1 | Alan Hashimoto | Visual Design Fundamentals: A Digital Approach (Graphics Series) |
'' | 978-1-58450-494-8 | Clint (Clint Eccher) Eccher | Advanced Professional Web Design: Techniques & Templates (CSS & XHTML) (Charles River Media Internet) |
2007 | 978-1-58450-495-5 | Allen Sherrod | Data Structures and Algorithms for Game Developers (Game Development Series) |
2006 | 978-1-58450-498-6 | Carl Granberg | Programming an RTS Game with Direct3D |
'' | 978-1-58450-499-3 | Wolfgang Engel | ShaderX5: Advanced Rendering Techniques |
'' | 978-1-58450-500-6 | Todd C. Bleeker | Developer's Guide to the Windows SharePoint Services v3 Platform (Charles River Media Programming) |
2007 | 978-1-58450-503-7 | Rafael Chandler | Game Writing Handbook (Charles River Media Game Development) |
2007 | 978-1-58450-512-9 | Carlos Morales · David Nelson | Mobile 3D Game Development: From Start to Market (Charles River Media Game Development) |
2008 | 978-1-58450-513-6 | Wolfgang Engel | Programming Vertex, Geometry, and Pixel Shaders, Second Edition (Programming Series) |
'' | 978-1-58450-516-7 | Allen Sherrod | Game Graphics Programming |
'' | 978-1-58450-517-4 | Larry Mitchell | Character Animation with Poser Pro (Graphics Series) |
2007 | 978-1-58450-518-1 | Jason Darby | Power User's Guide to Windows Development (Programming Series) |
'' | 978-1-58450-519-8 | Allen Partridge | Creating Casual Games for Profit & Fun (Charles River Media Game Development) |
'' | 978-1-58450-520-4 | Ben Long | Complete Digital Photography (Digital Photography Series) |
2007 | 978-1-58450-522-8 | Anson Call | Cinema 4D R10 Handbook (Graphics Series) |
2008 | 978-1-58450-523-5 | Steve Rabin | AI Game Programming Wisdom 4 (AI Game Programming Wisdom (W/CD)) |
'' | 978-1-58450-527-3 | Scott Jacobs | Game Programming Gems 7 (GAME PROGRAMMING GEMS SERIES) |
2007 | 978-1-58450-531-0 | Stephen Burns | Advanced Photoshop CS3 Trickery & FX (Graphics Series) |
'' | 978-1-58450-533-4 | Don Seegmiller | Digital Character Painting Using Photoshop CS3 (Graphics Series) |
'' | 978-1-58450-534-1 | Jason Darby | Awesome Game Creation: No Programming Required (Game Development) |
'' | 978-1-58450-536-5 | Colin Smith · Tim Cooper | Complete Photoshop CS3 for Digital Photographers (Graphics Series) |
2011 | 978-1-58450-537-2 | Jonathan S. Harbour | XNA Game Studio 4.0 for Xbox 360 Developers |
2008 | 978-1-58450-544-0 | Wolfgang Engel | ShaderX6: Advanced Rendering Techniques |
2007 | 978-1-58450-548-8 | Brad Strong | Creating Game Art for 3D Engines (Game Development) |
2007 | 978-1-58450-550-1 | Shreeraj Shah | Web 2.0 Security - Defending AJAX, RIA, AND SOA |
'' | 978-1-58450-551-8 | Penny Sweetser | Emergence in Games (Charles River Media Game Development) |
2008 | 978-1-58450-554-9 | Lakshman Bulusu | Oracle PL/SQL Expert Techniques for Developers and DB Admin (Charles River Media Programming) |
'' | 978-1-58450-556-3 | Tereza Flaxman | Maya 2008 Character Modeling & Animation: Principles and Practices |
'' | 978-1-58450-558-7 | Guy W. Lecky-Thompson | AI and Artificial Life in Video Games |
2007 | 978-1-58450-562-4 | '' | Video Game Design Revealed (Revealed (Charles River Media)) |
2008 | 978-1-58450-565-5 | John C. Byrne | Java for COBOL Programmers (Programming Series) |
'' | 978-1-58450-566-2 | Christopher A. Crayton | The A+ Exams Guide: Preparation Guide for the CompTIA Essentials, 220-602, 220-603, and 220-604 Exams (TESTTAKER'S GUIDE SERIES) |
2008 | 978-1-58450-567-9 | Clint Eccher | Professional Web Design: Techniques and Templates (CSS & XHTML) (Charles River Media Internet) |
'' | 978-1-58450-568-6 | M. Tim Jones | GNU/Linux Application Programming (Programming Series) |
2009 | 978-1-58450-570-9 | Carl Granberg | Character Animation With Direct3D |
2008 | 978-1-58450-571-6 | Mark DeLoura | Best of Game Programming Gems |
'' | 978-1-58450-572-3 | Brian Schwab | AI Game Engine Programming |
'' | 978-1-58450-580-8 | Brenda Brathwaite · Ian Schreiber | Challenges for Game Designers |
2009 | 978-1-58450-581-5 | Alan Hashimoto · Mike Clayton | Visual Design Fundamentals: A Digital Approach |
2008 | 978-1-58450-583-9 | Robert B. Reese · J. W. Bruce · Bryan A. Jones | Microcontrollers: From Assembly Language to C Using the Pic24 Family |
2010 | 978-1-58450-593-8 | Jeromy Walsh | Programming an MMORPG in C with XNA, w. CD-ROM |
2009 | 978-1-58450-598-3 | Wolfgang Engel | ShaderX7: Advanced Rendering Techniques |
'' | 978-1-58450-599-0 | John L. Ferringer · Sean McDonough | SharePoint 2007 Disaster Recovery Guide |
2008 | 978-1-58450-601-0 | Steve Caravajal · Shane Young · Todd O. Klindt | Inside SharePoint 2007 Administration |
2008 | 978-1-58450-667-6 | Thom Robbins | Programming Microsoft SharePoint Server 2007 |
2009 | 978-1-58450-668-3 | David Perry · Rusel DeMaria | David Perry on Game Design: A Brainstorming ToolBox |
2008 | 978-1-58450-669-0 | David Gerhardt · Kevin Martin | Building Content Type Solutions in SharePoint 2007 |
2009 | 978-1-58450-671-3 | Chris Bateman | Beyond Game Design: Nine Steps Towards Creating Better Videogames |
'' | 978-1-58450-672-0 | John (John Ross) Ross · Nicola Young | MOSS Explained: An Information Worker's Deep Dive into Microsoft Office SharePoint Server 2007 |
'' | 978-1-58450-679-9 | Steve Rabin | Introduction to Game Development |
'' | 978-1-58450-680-5 | Mike McShaffry | Game Coding Complete |
'' | 978-1-58450-683-6 | Stephen Burns | Advanced Photoshop C4 Trickery & FX |
2009 | 978-1-58450-684-3 | Dave Mark | Behavioral Mathematics for Game AI (Applied Mathematics) |
'' | 978-1-58450-685-0 | Colin Smith · Tim Cooper | Complete Adobe Photoshop CS4 for Digital Photographers |
2010 | 978-1-58450-697-3 | Richard H. Schrand | Practical Poser 8: The Official Guide |
2009 | 978-1-58450-700-0 | Ben Long | Complete Digital Photography |
2010 | 978-1-58450-702-4 | Adam Lake | Game Programming Gems 8 |
2013 | 978-1-58450-706-2 | Todd Bleeker · Paul Schaeflein | Sharepoint Developer's Guide: Sharepoint Foundation 2010 |
2006 | 978-1-58450-850-2 | Dennis Silage | Digital Communication Systems Using SystemVue |
'' | 978-1-58450-851-9 | Rachid Manseur | Robot Modeling & Kinematics (Da Vinci Engineering) |
'' | 978-1-58450-852-6 | Randall Shaffer | Fundamentals Of Power Electronics With Matlab |
2005 | 978-1-58450-855-7 | Nazeih M Botros | HDL Programming Fundamentals: VHDL and Verilog (DaVinci Engineering) |