Author: Ice White
Publisher: Olcan Press
ISBN: 1916000665
Category : Self-Help
Languages : en
Pages : 256
Book Description
The Message Game is about many things. It's not just a dating guide for men to get dates quickly and efficiently through dating apps like Tinder, or social media. It's about becoming a good communicator, knowing how to lead conversations and being able to set up genuinely fun activities that maximize your sexual results and relationships. With hundreds of analyzed screenshots collected from dedicated Message Game followers and Ice White himself, this is a visual guide with real stories of sex and adventures, and real conversations that have provided an understanding of successes and failures. All the learning has been done for you and compiled into a structured guide that can answer all your possible questions. From maximizing how many contacts and phone numbers you get to setting up dates quickly, from getting dates to getting laid, and from logistics to escalation. The book also features special sections that are especially useful, such as: The Situation Index - A table of common situations with references to every single page that has explained or showed the given situation. She isn't responding? She doesn't want anything serious? She says she is busy? She is only visiting your town or city? She thinks you just want sex? Whatever it is, we have the pages. Frequently Asked Questions - A summary of many common questions, such as how long you should wait to reply, how often you should message someone, if you should use Tinder superlikes, if you should swipe a certain way on Tinder, and SO MUCH MORE. Without hesitation, this book is your own personal guide to getting the dates you want as frequently as possible.
The Message Game: A Guide to Dating at the Touch of a Button
Author: Ice White
Publisher: Olcan Press
ISBN: 1916000665
Category : Self-Help
Languages : en
Pages : 256
Book Description
The Message Game is about many things. It's not just a dating guide for men to get dates quickly and efficiently through dating apps like Tinder, or social media. It's about becoming a good communicator, knowing how to lead conversations and being able to set up genuinely fun activities that maximize your sexual results and relationships. With hundreds of analyzed screenshots collected from dedicated Message Game followers and Ice White himself, this is a visual guide with real stories of sex and adventures, and real conversations that have provided an understanding of successes and failures. All the learning has been done for you and compiled into a structured guide that can answer all your possible questions. From maximizing how many contacts and phone numbers you get to setting up dates quickly, from getting dates to getting laid, and from logistics to escalation. The book also features special sections that are especially useful, such as: The Situation Index - A table of common situations with references to every single page that has explained or showed the given situation. She isn't responding? She doesn't want anything serious? She says she is busy? She is only visiting your town or city? She thinks you just want sex? Whatever it is, we have the pages. Frequently Asked Questions - A summary of many common questions, such as how long you should wait to reply, how often you should message someone, if you should use Tinder superlikes, if you should swipe a certain way on Tinder, and SO MUCH MORE. Without hesitation, this book is your own personal guide to getting the dates you want as frequently as possible.
Publisher: Olcan Press
ISBN: 1916000665
Category : Self-Help
Languages : en
Pages : 256
Book Description
The Message Game is about many things. It's not just a dating guide for men to get dates quickly and efficiently through dating apps like Tinder, or social media. It's about becoming a good communicator, knowing how to lead conversations and being able to set up genuinely fun activities that maximize your sexual results and relationships. With hundreds of analyzed screenshots collected from dedicated Message Game followers and Ice White himself, this is a visual guide with real stories of sex and adventures, and real conversations that have provided an understanding of successes and failures. All the learning has been done for you and compiled into a structured guide that can answer all your possible questions. From maximizing how many contacts and phone numbers you get to setting up dates quickly, from getting dates to getting laid, and from logistics to escalation. The book also features special sections that are especially useful, such as: The Situation Index - A table of common situations with references to every single page that has explained or showed the given situation. She isn't responding? She doesn't want anything serious? She says she is busy? She is only visiting your town or city? She thinks you just want sex? Whatever it is, we have the pages. Frequently Asked Questions - A summary of many common questions, such as how long you should wait to reply, how often you should message someone, if you should use Tinder superlikes, if you should swipe a certain way on Tinder, and SO MUCH MORE. Without hesitation, this book is your own personal guide to getting the dates you want as frequently as possible.
Game Engine Architecture
Author: Jason Gregory
Publisher: CRC Press
ISBN: 135160564X
Category : Computers
Languages : en
Pages : 1042
Book Description
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.
Publisher: CRC Press
ISBN: 135160564X
Category : Computers
Languages : en
Pages : 1042
Book Description
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.
C++ 程序设计
Author: Hoon Co
Publisher: 清华大学出版社有限公司
ISBN: 9787900637505
Category :
Languages : en
Pages : 992
Book Description
本书介绍使用C++进行程序设计和软件开发的基本原理,适用作大学各专业学生学习面向对象程序设计课的教材。
Publisher: 清华大学出版社有限公司
ISBN: 9787900637505
Category :
Languages : en
Pages : 992
Book Description
本书介绍使用C++进行程序设计和软件开发的基本原理,适用作大学各专业学生学习面向对象程序设计课的教材。
Pragmatics of Human Communication: A Study of Interactional Patterns, Pathologies and Paradoxes
Author: Paul Watzlawick
Publisher: W. W. Norton & Company
ISBN: 0393707229
Category : Psychology
Languages : en
Pages : 293
Book Description
The properties and function of human communication. Called “one of the best books ever about human communication,” and a perennial bestseller, Pragmatics of Human Communication has formed the foundation of much contemporary research into interpersonal communication, in addition to laying the groundwork for context-based approaches to psychotherapy. The authors present the simple but radical idea that problems in life often arise from issues of communication, rather than from deep psychological disorders, reinforcing their conceptual explorations with case studies and well-known literary examples. Written with humor and for a variety of readers, this book identifies simple properties and axioms of human communication and demonstrates how all communications are actually a function of their contexts. Topics covered in this wide-ranging book include: the origins of communication; the idea that all behavior is communication; meta-communication; the properties of an open system; the family as a system of communication; the nature of paradox in psychotherapy; existentialism and human communication.
Publisher: W. W. Norton & Company
ISBN: 0393707229
Category : Psychology
Languages : en
Pages : 293
Book Description
The properties and function of human communication. Called “one of the best books ever about human communication,” and a perennial bestseller, Pragmatics of Human Communication has formed the foundation of much contemporary research into interpersonal communication, in addition to laying the groundwork for context-based approaches to psychotherapy. The authors present the simple but radical idea that problems in life often arise from issues of communication, rather than from deep psychological disorders, reinforcing their conceptual explorations with case studies and well-known literary examples. Written with humor and for a variety of readers, this book identifies simple properties and axioms of human communication and demonstrates how all communications are actually a function of their contexts. Topics covered in this wide-ranging book include: the origins of communication; the idea that all behavior is communication; meta-communication; the properties of an open system; the family as a system of communication; the nature of paradox in psychotherapy; existentialism and human communication.
War Games
Author: Philip Hammond
Publisher: Bloomsbury Publishing USA
ISBN: 1501351168
Category : Social Science
Languages : en
Pages : 379
Book Description
Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences. This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?
Publisher: Bloomsbury Publishing USA
ISBN: 1501351168
Category : Social Science
Languages : en
Pages : 379
Book Description
Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences. This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?
Games, Strategies and Decision Making
Author: Joseph Harrington
Publisher: Macmillan
ISBN: 9780716766308
Category : Business & Economics
Languages : en
Pages : 600
Book Description
This book on game theory introduces and develops the key concepts with a minimum of mathematics. Students are presented with empirical evidence, anecdotes and strategic situations to help them apply theory and gain a genuine insight into human behaviour. The book provides a diverse collection of examples and scenarios from history, literature, sports, crime, theology, war, biology, and everyday life. These examples come with rich context that adds real-world meat to the skeleton of theory. Each chapter begins with a specific strategic situation and is followed with a systematic treatment that gradually builds understanding of the concept.
Publisher: Macmillan
ISBN: 9780716766308
Category : Business & Economics
Languages : en
Pages : 600
Book Description
This book on game theory introduces and develops the key concepts with a minimum of mathematics. Students are presented with empirical evidence, anecdotes and strategic situations to help them apply theory and gain a genuine insight into human behaviour. The book provides a diverse collection of examples and scenarios from history, literature, sports, crime, theology, war, biology, and everyday life. These examples come with rich context that adds real-world meat to the skeleton of theory. Each chapter begins with a specific strategic situation and is followed with a systematic treatment that gradually builds understanding of the concept.
It's All a Game
Author: Tristan Donovan
Publisher: Macmillan
ISBN: 1250082730
Category : Games & Activities
Languages : en
Pages : 296
Book Description
“[A] timely book . . . a wonderfully entertaining trip around the board, through 4,000 years of game history.” —The Wall Street Journal Board games have been with us even longer than the written word. But what is it about this pastime that continues to captivate us well into the age of smartphones and instant gratification? In It’s All a Game, Tristan Donovan, British journalist and author of Replay: The History of Video Games, opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stories and characters, Donovan ultimately reveals why board games—from chess to Monopoly to Risk and more—have captured hearts and minds all over the world for generations. “Splendid . . . A quick and breezy read, it doesn’t just tell the fascinating stories of the (often struggling) individuals who created our favorite games. It also manages to convey the entire sweep of board game history, from the earliest forms of checkers to modern-day surprise hits like Settlers of Catan.” —Mashable “Artfully weaves together culture, business, and ways games impact society.” —Booklist “A fascinating and insightful discussion not only of games past, but the socioeconomic and historical factors that contributed to their popularity.” —Chicago Review of Books
Publisher: Macmillan
ISBN: 1250082730
Category : Games & Activities
Languages : en
Pages : 296
Book Description
“[A] timely book . . . a wonderfully entertaining trip around the board, through 4,000 years of game history.” —The Wall Street Journal Board games have been with us even longer than the written word. But what is it about this pastime that continues to captivate us well into the age of smartphones and instant gratification? In It’s All a Game, Tristan Donovan, British journalist and author of Replay: The History of Video Games, opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stories and characters, Donovan ultimately reveals why board games—from chess to Monopoly to Risk and more—have captured hearts and minds all over the world for generations. “Splendid . . . A quick and breezy read, it doesn’t just tell the fascinating stories of the (often struggling) individuals who created our favorite games. It also manages to convey the entire sweep of board game history, from the earliest forms of checkers to modern-day surprise hits like Settlers of Catan.” —Mashable “Artfully weaves together culture, business, and ways games impact society.” —Booklist “A fascinating and insightful discussion not only of games past, but the socioeconomic and historical factors that contributed to their popularity.” —Chicago Review of Books
Effortless
Author: Greg McKeown
Publisher: Crown Currency
ISBN: 0593135644
Category : Business & Economics
Languages : en
Pages : 274
Book Description
NEW YORK TIMES BESTSELLER • A Times (UK) Best Book of the Year • From the author of the million-copy-selling Essentialism comes an empowering guide to achieving your goals. It all starts with a simple principle: Not everything has to be so hard. “In a world beset by burnout, Greg McKeown’s work is essential.”—Daniel H. Pink, author of When, Drive, and To Sell Is Human “At a time when fear, uncertainty, and our ever-growing list of responsibilities have come to feel like much too much to handle, Effortless couldn’t be timelier, or more necessary.”—Eve Rodsky, author of Fair Play Do you ever feel like: • You’re teetering right on the edge of burnout? • You want to make a higher contribution, but lack the energy? • You’re running faster but not moving closer to your goals? • Everything is so much harder than it used to be? As high achievers, we’ve been conditioned to believe that the path to success is paved with relentless work. That if we want to overachieve, we have to overexert, overthink, and overdo. That if we aren’t perpetually exhausted, we’re not doing enough. But lately, working hard is more exhausting than ever. And the more depleted we get, the more effort it takes to make progress. Stuck in an endless loop of “Zoom, eat, sleep, repeat,” we’re often working twice as hard to achieve half as much. Getting ahead doesn’t have to be as hard as we make it. No matter what challenges or obstacles we face, there is a better way: instead of pushing ourselves harder, we can find an easier path. Effortless offers actionable advice for making the most essential activities the easiest ones, so you can achieve the results you want, without burning out. Effortless teaches you how to: • Turn tedious tasks into enjoyable rituals • Prevent frustration by solving problems before they arise • Set a sustainable pace instead of powering through • Make one-time choices that eliminate many future decisions • Simplify your processes by removing unnecessary steps • Make relationships easier to maintain and manage • And much more The effortless way isn't the lazy way. It's the smart way. It may even be the only way. Not every hard thing in life can be made easy. But we can make it easier to do more of what matters most.
Publisher: Crown Currency
ISBN: 0593135644
Category : Business & Economics
Languages : en
Pages : 274
Book Description
NEW YORK TIMES BESTSELLER • A Times (UK) Best Book of the Year • From the author of the million-copy-selling Essentialism comes an empowering guide to achieving your goals. It all starts with a simple principle: Not everything has to be so hard. “In a world beset by burnout, Greg McKeown’s work is essential.”—Daniel H. Pink, author of When, Drive, and To Sell Is Human “At a time when fear, uncertainty, and our ever-growing list of responsibilities have come to feel like much too much to handle, Effortless couldn’t be timelier, or more necessary.”—Eve Rodsky, author of Fair Play Do you ever feel like: • You’re teetering right on the edge of burnout? • You want to make a higher contribution, but lack the energy? • You’re running faster but not moving closer to your goals? • Everything is so much harder than it used to be? As high achievers, we’ve been conditioned to believe that the path to success is paved with relentless work. That if we want to overachieve, we have to overexert, overthink, and overdo. That if we aren’t perpetually exhausted, we’re not doing enough. But lately, working hard is more exhausting than ever. And the more depleted we get, the more effort it takes to make progress. Stuck in an endless loop of “Zoom, eat, sleep, repeat,” we’re often working twice as hard to achieve half as much. Getting ahead doesn’t have to be as hard as we make it. No matter what challenges or obstacles we face, there is a better way: instead of pushing ourselves harder, we can find an easier path. Effortless offers actionable advice for making the most essential activities the easiest ones, so you can achieve the results you want, without burning out. Effortless teaches you how to: • Turn tedious tasks into enjoyable rituals • Prevent frustration by solving problems before they arise • Set a sustainable pace instead of powering through • Make one-time choices that eliminate many future decisions • Simplify your processes by removing unnecessary steps • Make relationships easier to maintain and manage • And much more The effortless way isn't the lazy way. It's the smart way. It may even be the only way. Not every hard thing in life can be made easy. But we can make it easier to do more of what matters most.
Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches
Author: Felicia, Patrick
Publisher: IGI Global
ISBN: 1609604962
Category : Education
Languages : en
Pages : 1374
Book Description
"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.
Publisher: IGI Global
ISBN: 1609604962
Category : Education
Languages : en
Pages : 1374
Book Description
"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.
A Game Design Vocabulary
Author: Anna Anthropy
Publisher: Addison-Wesley Professional
ISBN: 0133155218
Category : Computers
Languages : en
Pages : 235
Book Description
Master the Principles and Vocabulary of Game Design Why aren’t videogames getting better? Why does it feel like we’re playing the same games, over and over again? Why aren’t games helping us transform our lives, like great music, books, and movies do? The problem is language. We still don’t know how to talk about game design. We can’t share our visions. We forget what works (and doesn’t). We don’t learn from history. It’s too hard to improve. The breakthrough starts here. A Game Design Vocabulary gives us the complete game design framework we desperately need—whether we create games, study them, review them, or build businesses on them. Craft amazing experiences. Anna Anthropy and Naomi Clark share foundational principles, examples, and exercises that help you create great player experiences...complement intuition with design discipline...and craft games that succeed brilliantly on every level. Liberate yourself from stale clichés and genres Tell great stories: go way beyond cutscenes and text dumps Control the crucial relationships between game “verbs” and “objects” Wield the full power of development, conflict, climax, and resolution Shape scenes, pacing, and player choices Deepen context via art, animation, music, and sound Help players discover, understand, engage, and “talk back” to you Effectively use resistance and difficulty: the “push and pull” of games Design holistically: integrate visuals, audio, and controls Communicate a design vision everyone can understand
Publisher: Addison-Wesley Professional
ISBN: 0133155218
Category : Computers
Languages : en
Pages : 235
Book Description
Master the Principles and Vocabulary of Game Design Why aren’t videogames getting better? Why does it feel like we’re playing the same games, over and over again? Why aren’t games helping us transform our lives, like great music, books, and movies do? The problem is language. We still don’t know how to talk about game design. We can’t share our visions. We forget what works (and doesn’t). We don’t learn from history. It’s too hard to improve. The breakthrough starts here. A Game Design Vocabulary gives us the complete game design framework we desperately need—whether we create games, study them, review them, or build businesses on them. Craft amazing experiences. Anna Anthropy and Naomi Clark share foundational principles, examples, and exercises that help you create great player experiences...complement intuition with design discipline...and craft games that succeed brilliantly on every level. Liberate yourself from stale clichés and genres Tell great stories: go way beyond cutscenes and text dumps Control the crucial relationships between game “verbs” and “objects” Wield the full power of development, conflict, climax, and resolution Shape scenes, pacing, and player choices Deepen context via art, animation, music, and sound Help players discover, understand, engage, and “talk back” to you Effectively use resistance and difficulty: the “push and pull” of games Design holistically: integrate visuals, audio, and controls Communicate a design vision everyone can understand