Author: MR. BIG WEALTH
Publisher: MR. BIG WEALTH
ISBN:
Category : Games & Activities
Languages : en
Pages : 41
Book Description
DUNE 2: The Legendary RTS that Defined a Genre and Inspired Generations BY MR. BIG WEALTH
DUNE 2: The Legendary RTS that Defined a Genre and Inspired Generations
Author: MR. BIG WEALTH
Publisher: MR. BIG WEALTH
ISBN:
Category : Games & Activities
Languages : en
Pages : 41
Book Description
DUNE 2: The Legendary RTS that Defined a Genre and Inspired Generations BY MR. BIG WEALTH
Publisher: MR. BIG WEALTH
ISBN:
Category : Games & Activities
Languages : en
Pages : 41
Book Description
DUNE 2: The Legendary RTS that Defined a Genre and Inspired Generations BY MR. BIG WEALTH
Game Architecture and Design
Author: Andrew Rollings
Publisher: New Riders Publishing
ISBN: 9780735713635
Category : Computers
Languages : en
Pages : 964
Book Description
A guide to computer game design, architecture, and management explores the application of design principles, shares the experiences of game programmers, and offers an overview of game development software.
Publisher: New Riders Publishing
ISBN: 9780735713635
Category : Computers
Languages : en
Pages : 964
Book Description
A guide to computer game design, architecture, and management explores the application of design principles, shares the experiences of game programmers, and offers an overview of game development software.
In Defiance of Painting
Author: Christine Poggi
Publisher: Yale University Press
ISBN: 9780300051094
Category : Art
Languages : en
Pages : 318
Book Description
The invention of collage by Picasso and Braque in 1912 proved to be a dramatic turning point in the development of Cubism and Futurism and ultimately one of the most significant innovations in twentieth-century art. Collage has traditionally been viewed as a new expression of modernism, one allied with modernism's search for purity of means, anti-illusionism, unity, and autonomy of form. This book - the first comprehensive study of collage and its relation to modernism - challenges this view. Christine Poggi argues that collage did not become a new language of modernism but a new language with which to critique modernism. She focuses on the ways Cubist collage - and the Futurist multimedia work that was inspired by it - undermined prevailing notions of material and stylistic unity, subverted the role of the frame and pictorial ground, and brought the languages of high and low culture into a new relationship of exchange.
Publisher: Yale University Press
ISBN: 9780300051094
Category : Art
Languages : en
Pages : 318
Book Description
The invention of collage by Picasso and Braque in 1912 proved to be a dramatic turning point in the development of Cubism and Futurism and ultimately one of the most significant innovations in twentieth-century art. Collage has traditionally been viewed as a new expression of modernism, one allied with modernism's search for purity of means, anti-illusionism, unity, and autonomy of form. This book - the first comprehensive study of collage and its relation to modernism - challenges this view. Christine Poggi argues that collage did not become a new language of modernism but a new language with which to critique modernism. She focuses on the ways Cubist collage - and the Futurist multimedia work that was inspired by it - undermined prevailing notions of material and stylistic unity, subverted the role of the frame and pictorial ground, and brought the languages of high and low culture into a new relationship of exchange.
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.
Game Developer's Market Guide
Author: Bob Bates
Publisher: Course Technology
ISBN: 9781592001040
Category : Computer games
Languages : en
Pages : 0
Book Description
In "Game Developer's Market Guide" readers get complete, up-to-date profiles of hundreds of large and small publishers, distributors, game recruiters, schools, and conferences.
Publisher: Course Technology
ISBN: 9781592001040
Category : Computer games
Languages : en
Pages : 0
Book Description
In "Game Developer's Market Guide" readers get complete, up-to-date profiles of hundreds of large and small publishers, distributors, game recruiters, schools, and conferences.
Paul of Dune
Author: Brian Herbert
Publisher: Tor Books
ISBN: 1429954728
Category : Fiction
Languages : en
Pages : 624
Book Description
How does a hero become a tyrant? At the end of DUNE, Paul “Muad’Dib” Atreides gathered his Fremen warriors and embarked on a great prophecy-driven jihad that will sweep across the Imperium. PAUL OF DUNE is the epic story of that jihad: the planet-spanning battles, the breathtaking discoveries, the bloody treacheries. As the Fremen legions march from victory to victory, far from their beloved desert homeworld of Dune, Paul’s rule becomes harsher. Betrayals harden his spirit, old allies become enemies, and the Bene Gesserit Sisterhood and the remnants of Shaddam’s Imperium work to bring about his downfall. And Paul himself begins to have doubts: Is the jihad getting out of his control? Has he created anarchy? Has he been betrayed by those he loves and trusts the most? He must rely on his beloved Chani, his loyal friend Gurney Halleck, and his mother Jessica and sister Alia to survive. A must-read before the events of DUNE MESSIAH. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Publisher: Tor Books
ISBN: 1429954728
Category : Fiction
Languages : en
Pages : 624
Book Description
How does a hero become a tyrant? At the end of DUNE, Paul “Muad’Dib” Atreides gathered his Fremen warriors and embarked on a great prophecy-driven jihad that will sweep across the Imperium. PAUL OF DUNE is the epic story of that jihad: the planet-spanning battles, the breathtaking discoveries, the bloody treacheries. As the Fremen legions march from victory to victory, far from their beloved desert homeworld of Dune, Paul’s rule becomes harsher. Betrayals harden his spirit, old allies become enemies, and the Bene Gesserit Sisterhood and the remnants of Shaddam’s Imperium work to bring about his downfall. And Paul himself begins to have doubts: Is the jihad getting out of his control? Has he created anarchy? Has he been betrayed by those he loves and trusts the most? He must rely on his beloved Chani, his loyal friend Gurney Halleck, and his mother Jessica and sister Alia to survive. A must-read before the events of DUNE MESSIAH. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Possible Worlds in Video Games: From Classic Narrative to Meaningful Actions
Author: Antonio José Planells de la Maza
Publisher: Lulu.com
ISBN: 1387386425
Category : Performing Arts
Languages : en
Pages : 270
Book Description
In current digital games, classic fictional worlds are transformed into ludofictional worlds, spaces rich in characters and emotions that are especially affected by the intervention of a player. In this book, we propose a model, inspired by the Semantics of Fiction and Possible Worlds, which is oriented to the analysis of video games as integrated systems.
Publisher: Lulu.com
ISBN: 1387386425
Category : Performing Arts
Languages : en
Pages : 270
Book Description
In current digital games, classic fictional worlds are transformed into ludofictional worlds, spaces rich in characters and emotions that are especially affected by the intervention of a player. In this book, we propose a model, inspired by the Semantics of Fiction and Possible Worlds, which is oriented to the analysis of video games as integrated systems.
Postmortems from Game Developer
Author: Austin Grossman
Publisher: Taylor & Francis
ISBN: 1136064613
Category : Computers
Languages : en
Pages : 354
Book Description
The popular Postmortem column in Game Developer magazine features firsthand accounts of how some of the most important and successful games of recent years have been made. This book offers the opportunity to harvest this expertise with one volume. The editor has organized the articles by theme and added previously unpublished analysis to reveal successful management techniques. Readers learn how superstars of the game industry like Peter Molyneux and Warren Spector have dealt with the development challenges such as managing complexity, software and game design issues, schedule challenges, and changing staff needs.
Publisher: Taylor & Francis
ISBN: 1136064613
Category : Computers
Languages : en
Pages : 354
Book Description
The popular Postmortem column in Game Developer magazine features firsthand accounts of how some of the most important and successful games of recent years have been made. This book offers the opportunity to harvest this expertise with one volume. The editor has organized the articles by theme and added previously unpublished analysis to reveal successful management techniques. Readers learn how superstars of the game industry like Peter Molyneux and Warren Spector have dealt with the development challenges such as managing complexity, software and game design issues, schedule challenges, and changing staff needs.
Virtual Geography
Author: McKenzie Wark
Publisher: Indiana University Press
ISBN: 9780253113481
Category : Social Science
Languages : en
Pages : 280
Book Description
"The author's capacity to grasp and interpret these [world media] events is astounding, and her ability to provide insights into a world where unbounded information is circling the earth with the speed of light is startling." -- Choice "... a wide-ranging, quirky and dextrous mix of description, theory and analysis, that documents the perils of the global telecommunications network... " -- Times Literary Supplement "... this is a stimulating, even moving, book, dense with ideas and with many quotable lines." -- The New Statesman "Wark is one of the most original and interesting cultural critics writing today." -- Lawrence Grossberg McKenzie Wark writes about the experience of everyday life under the impact of increasingly global media vectors. We no longer have roots, we have aerials. We no longer have origins, we have terminals.
Publisher: Indiana University Press
ISBN: 9780253113481
Category : Social Science
Languages : en
Pages : 280
Book Description
"The author's capacity to grasp and interpret these [world media] events is astounding, and her ability to provide insights into a world where unbounded information is circling the earth with the speed of light is startling." -- Choice "... a wide-ranging, quirky and dextrous mix of description, theory and analysis, that documents the perils of the global telecommunications network... " -- Times Literary Supplement "... this is a stimulating, even moving, book, dense with ideas and with many quotable lines." -- The New Statesman "Wark is one of the most original and interesting cultural critics writing today." -- Lawrence Grossberg McKenzie Wark writes about the experience of everyday life under the impact of increasingly global media vectors. We no longer have roots, we have aerials. We no longer have origins, we have terminals.
The Maker of Dune
Author: Frank Herbert
Publisher: Berkley Publishing Group
ISBN: 9780425097854
Category : Biography & Autobiography
Languages : en
Pages : 279
Book Description
A compendium of Herbert's essays, articles, observations, reminiscences and meditations, as well as a never-before-published interview with the late writer
Publisher: Berkley Publishing Group
ISBN: 9780425097854
Category : Biography & Autobiography
Languages : en
Pages : 279
Book Description
A compendium of Herbert's essays, articles, observations, reminiscences and meditations, as well as a never-before-published interview with the late writer