Game Engine Black Book: DOOM

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Author :
Publisher : Software Wizards
ISBN 13 :
Total Pages : 432 pages
Book Rating : 4./5 ( download)

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Book Synopsis Game Engine Black Book: DOOM by : Fabien Sanglard

Download or read book Game Engine Black Book: DOOM written by Fabien Sanglard and published by Software Wizards. This book was released on with total page 432 pages. Available in PDF, EPUB and Kindle. Book excerpt: It was early 1993 and id Software was at the top of the PC gaming industry. Wolfenstein 3D had established the First Person Shooter genre and sales of its sequel Spear of Destiny were skyrocketing. The technology and tools id had taken years to develop were no match for their many competitors. It would have been easy for id to coast on their success, but instead they made the audacious decision to throw away everything they had built and start from scratch. Game Engine Black Book: Doom is the story of how they did it. This is a book about history and engineering. Don’t expect much prose (the author’s English has improved since the first book but is still broken). Instead you will find inside extensive descriptions and drawings to better understand all the challenges id Software had to overcome. From the hardware -- the Intel 486 CPU, the Motorola 68040 CPU, and the NeXT workstations -- to the game engine’s revolutionary design, open up to learn how DOOM changed the gaming industry and became a legend among video games.

Masters of Doom

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Author :
Publisher : Random House
ISBN 13 : 1588362892
Total Pages : 394 pages
Book Rating : 4.96/5 ( download)

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Book Synopsis Masters of Doom by : David Kushner

Download or read book Masters of Doom written by David Kushner and published by Random House. This book was released on 2003-04-24 with total page 394 pages. Available in PDF, EPUB and Kindle. Book excerpt: Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history—Doom and Quake—until the games they made tore them apart. Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it’s like to be young, driven, and wildly creative. “To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses—and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way.”—Mark Leyner, author of I Smell Esther Williams

Michael Abrash's Graphics Programming Black Book

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Author :
Publisher : Coriolis Group Books
ISBN 13 : 9781576101742
Total Pages : 0 pages
Book Rating : 4.46/5 ( download)

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Book Synopsis Michael Abrash's Graphics Programming Black Book by : Michael Abrash

Download or read book Michael Abrash's Graphics Programming Black Book written by Michael Abrash and published by Coriolis Group Books. This book was released on 1997 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: No one has done more to conquer the performance limitations of the PC than Michael Abrash, a software engineer for Microsoft. His complete works are contained in this massive volume, including everything he has written about performance coding and real-time graphics. The CD-ROM contains the entire text in Adobe Acrobat 3.0 format, allowing fast searches for specific facts.

Uncertainty in Games

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Author :
Publisher : MIT Press
ISBN 13 : 0262527537
Total Pages : 150 pages
Book Rating : 4.38/5 ( download)

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Book Synopsis Uncertainty in Games by : Greg Costikyan

Download or read book Uncertainty in Games written by Greg Costikyan and published by MIT Press. This book was released on 2015-01-30 with total page 150 pages. Available in PDF, EPUB and Kindle. Book excerpt: How uncertainty in games—from Super Mario Bros. to Rock/Paper/Scissors—engages players and shapes play experiences. In life, uncertainty surrounds us. Things that we thought were good for us turn out to be bad for us (and vice versa); people we thought we knew well behave in mysterious ways; the stock market takes a nosedive. Thanks to an inexplicable optimism, most of the time we are fairly cheerful about it all. But we do devote much effort to managing and ameliorating uncertainty. Is it any wonder, then, asks Greg Costikyan, that we have taken this aspect of our lives and transformed it culturally, making a series of elaborate constructs that subject us to uncertainty but in a fictive and nonthreatening way? That is: we create games. In this concise and entertaining book, Costikyan, an award-winning game designer, argues that games require uncertainty to hold our interest, and that the struggle to master uncertainty is central to their appeal. Game designers, he suggests, can harness the idea of uncertainty to guide their work. Costikyan explores the many sources of uncertainty in many sorts of games—from Super Mario Bros. and Dungeons & Dragons to Rock/Paper/Scissors, from Monopoly to CityVille, from FPS Deathmatch play to Chess. He describes types of uncertainty, including performative uncertainty, analytic complexity, and narrative anticipation. And he suggests ways that game designers who want to craft novel game experiences can use an understanding of game uncertainty in its many forms to improve their designs.

Microsoft Expression Blend 4 Unleashed

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Author :
Publisher : Pearson Education
ISBN 13 : 0132678489
Total Pages : 612 pages
Book Rating : 4.83/5 ( download)

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Book Synopsis Microsoft Expression Blend 4 Unleashed by : Brennon Williams

Download or read book Microsoft Expression Blend 4 Unleashed written by Brennon Williams and published by Pearson Education. This book was released on 2011-04-08 with total page 612 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book has one primary goal: to get you working in Expression Blend 4 effectively using the features and functionality of the tool. This book is not about XAML, not about code nor explicit work flows. It is about simply dragging, dropping, drawing, and defining the experience and vision for a user interface and rich interactive experience. You will learn how to work with the core features of Blend, edit Styles and Templates, and more importantly, understand what they all mean. You will also work in detail with Parts, States, and Behaviors to understand how collectively they can provide your solutions advanced functionality without the need for code or hand-cranked XAML. Animations and Storyboards will allow you to bring life to your vision, as will working with data efficiently and learning how to create and manage Resources. In short, this book will give you the answers to many questions asked in forums by new and experienced users alike. Microsoft Expression Blend 4 Unleashed is a stunning, full-color resource with hundreds of screenshots and informative figure references. It has also been authored sequentially, to enable you to build your knowledge step-by-step and gain confidence through repartition and fearlessness in discovery. Detailed information on how to… Create, edit, and work effectively with Styles and Templates Master Parts, States, and Behaviors to enable XAML and code free functionality Use Blend’s Animation and Storyboard workflows to bring life to your solutions Create and manage Resource Dictionaries, Skins, and Themes Create sample and live data Implement effective XML, CLR Data binding, and Control Template binding using Expression Blends advanced data support tools Use Blend as part of your designer/developer workflow to create rapid prototypes with SketchFlow Use design resources to start creating solutions for Windows Phone 7 Work with WPF, Silverlight, and Silverlight for Windows Phone 7 platforms

Game Engine Architecture

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Author :
Publisher : CRC Press
ISBN 13 : 135160564X
Total Pages : 1042 pages
Book Rating : 4.49/5 ( download)

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Book Synopsis Game Engine Architecture by : Jason Gregory

Download or read book Game Engine Architecture written by Jason Gregory and published by CRC Press. This book was released on 2017-03-27 with total page 1042 pages. Available in PDF, EPUB and Kindle. Book excerpt: Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.

The Little Book of Naughty Games

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Author :
Publisher : Summersdale
ISBN 13 : 9781849536417
Total Pages : 0 pages
Book Rating : 4.14/5 ( download)

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Book Synopsis The Little Book of Naughty Games by : Sadie Cayman

Download or read book The Little Book of Naughty Games written by Sadie Cayman and published by Summersdale. This book was released on 2014-10-09 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Amp up the excitement between yourself and your partner with these bawdy bedroom games Time for you and your partner to get hot under the collar with this cheeky collection of naughty games. Get frisky with games like Eurovision Strip Contest and Hussy Roulette, get down and dirty as you go Snogging for Apples, and indulge in a little Sexpionage! There's something for every sexual occasion.

The Executive Game and the Finance Game

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Publisher :
ISBN 13 :
Total Pages : pages
Book Rating : 4.43/5 ( download)

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Book Synopsis The Executive Game and the Finance Game by : Richard C. Henshaw

Download or read book The Executive Game and the Finance Game written by Richard C. Henshaw and published by . This book was released on 1972 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Spaceballs

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Author :
Publisher : Scholastic
ISBN 13 : 9780590412261
Total Pages : 122 pages
Book Rating : 4.64/5 ( download)

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Book Synopsis Spaceballs by : Jovial Bob Stine

Download or read book Spaceballs written by Jovial Bob Stine and published by Scholastic. This book was released on 1987 with total page 122 pages. Available in PDF, EPUB and Kindle. Book excerpt: Presents a spoof of the high-tech world of space travel and space exploration

Brainstorm, Mac, Single User

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Author :
Publisher : Mosby Incorporated
ISBN 13 : 9780815111924
Total Pages : pages
Book Rating : 4.24/5 ( download)

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Book Synopsis Brainstorm, Mac, Single User by : Gary Coppa

Download or read book Brainstorm, Mac, Single User written by Gary Coppa and published by Mosby Incorporated. This book was released on 1995-01-01 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Explores the brain & spinal cord/structures are presented as gross dissections cross-sections & diagrams/incl. cross-ref