Focus on Mod Programming in Quake III Arena

Focus on Mod Programming in Quake III Arena PDF Author: Andy Smith
Publisher: Course Technology
ISBN: 9781931841566
Category : Computer games
Languages : en
Pages : 0

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Book Description
Learn how to create a single or multiplayer 3D mod for Quake III and develop new styles of game play to follow the commercial quality mod with this comprehensive guide.

Focus on Mod Programming in Quake III Arena

Focus on Mod Programming in Quake III Arena PDF Author: Andy Smith
Publisher: Course Technology
ISBN: 9781931841566
Category : Computer games
Languages : en
Pages : 0

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Book Description
Learn how to create a single or multiplayer 3D mod for Quake III and develop new styles of game play to follow the commercial quality mod with this comprehensive guide.

Environments for Multi-Agent Systems

Environments for Multi-Agent Systems PDF Author: Danny Weyns
Publisher: Springer
ISBN: 3540322590
Category : Computers
Languages : en
Pages : 288

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Book Description
The modern ?eld of multiagent systems has developed from two main lines of earlier research. Its practitioners generally regard it as a form of arti?cial intelligence (AI). Some of its earliest work was reported in a series of workshops in the US dating from1980,revealinglyentitled,“DistributedArti?cialIntelligence,”andpioneers often quoted a statement attributed to Nils Nilsson that “all AI is distributed. ” The locus of classical AI was what happens in the head of a single agent, and much MAS research re?ects this heritage with its emphasis on detailed modeling of the mental state and processes of individual agents. From this perspective, intelligenceisultimatelythepurviewofasinglemind,thoughitcanbeampli?ed by appropriate interactions with other minds. These interactions are typically mediated by structured protocols of various sorts, modeled on human conver- tional behavior. But the modern ?eld of MAS was not born of a single parent. A few - searchershavepersistentlyadvocatedideasfromthe?eldofarti?ciallife(ALife). These scientists were impressed by the complex adaptive behaviors of commu- ties of animals (often extremely simple animals, such as insects or even micro- ganisms). The computational models on which they drew were often created by biologists who used them not to solve practical engineering problems but to test their hypotheses about the mechanisms used by natural systems. In the ar- ?cial life model, intelligence need not reside in a single agent, but emerges at the level of the community from the nonlinear interactions among agents. - cause the individual agents are often subcognitive, their interactions cannot be modeled by protocols that presume linguistic competence.

Field-Based Coordination for Pervasive Multiagent Systems

Field-Based Coordination for Pervasive Multiagent Systems PDF Author: Marco Mamei
Publisher: Springer Science & Business Media
ISBN: 3540279695
Category : Computers
Languages : en
Pages : 243

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Book Description
More and more, software systems involve autonomous and distributed software components that have to execute and interact in open and dynamic environments, such as in pervasive, autonomous, and mobile applications. The requirements with respect to dynamics, openness, scalability, and decentralization call for new approaches to software design and development, capable of supporting spontaneous configuration, tolerating partial failures, or arranging adaptive reorganization of the whole system. Inspired by the behaviour of complex natural systems, scientists and engineers have started to adjust their mechanisms and techniques for self-organization and adaption to changing environments. In line with these considerations, Mamei and Zambonelli propose an interaction model inspired by the way masses and particles in our universe move and self-organize according to contextual information represented by gravitational and electromagnetic fields. The key idea is to have the components’ actions driven by computational force fields, generated by the components themselves or by some infrastructures, and propagated across the environment. Together with its supporting middleware infrastructure – available with additional information under http://www.agentgroup.unimore.it – this model can serve as the basis for a general purpose and widely applicable approach for the design and development of adaptive distributed applications.

Intelligent Interactive Multimedia Systems and Services

Intelligent Interactive Multimedia Systems and Services PDF Author: G.A. Tsihrintzis
Publisher: IOS Press
ISBN: 1614992622
Category : Computers
Languages : en
Pages : 368

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Book Description
At a time when computers are more widespread than ever, intelligent interactive systems have become a necessity. The term ‘multimedia systems’ refers to the coordinated storage, processing, transmission and retrieval of multiple forms of information, such as audio, image, video, animation, graphics and text. The growth of multimedia services has been exponential, as technological progress keeps up with the consumer’s need for content. The solution of 'one fits all' is no longer appropriate for the wide ranges of users with various backgrounds and needs, so one important goal of many intelligent interactive systems is dynamic personalization and adaptivity to users. This book presents 37 papers summarizing the work and new research results presented at the 6th International Conference on Intelligent Interactive Multimedia Systems and Services (KES-IIMSS2013), held in Sesimbra, Portugal, in June 2013. The conference series focuses on research in the fields of intelligent interactive multimedia systems and services and provides an internationally respected forum for scientific research in related technologies and applications.

The British National Bibliography

The British National Bibliography PDF Author: Arthur James Wells
Publisher:
ISBN:
Category : Bibliography, National
Languages : en
Pages : 1926

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Book Description


Playing with Videogames

Playing with Videogames PDF Author: James Newman
Publisher: Routledge
ISBN: 1134173016
Category : Games & Activities
Languages : en
Pages : 225

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Book Description
Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies. James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive 'shadow' economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that have emerged. Playing with Videogames offers the reader a comprehensive understanding of the meanings of videogames and videogaming within the contemporary media environment.

Game Engine Architecture

Game Engine Architecture PDF Author: Jason Gregory
Publisher: CRC Press
ISBN: 135160564X
Category : Computers
Languages : en
Pages : 1042

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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.

The Making of Doom 3

The Making of Doom 3 PDF Author: Steve L. Kent
Publisher: McGraw-Hill/Osborne Media
ISBN:
Category : Games & Activities
Languages : en
Pages : 212

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Book Description
This title is designed to appeal to Doom fanatics. It goes beyond the strategy guides and the magazines to bring fans an in-depth inside look at the creators, the art and music, the design, and the history of Doom.

Michael Abrash's Graphics Programming Black Book

Michael Abrash's Graphics Programming Black Book PDF Author: Michael Abrash
Publisher: Coriolis Group Books
ISBN: 9781576101742
Category : Computer graphics
Languages : en
Pages : 0

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Book Description
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.

Advanced Guide to Python 3 Programming

Advanced Guide to Python 3 Programming PDF Author: John Hunt
Publisher: Springer Nature
ISBN: 3031403363
Category : Computers
Languages : en
Pages : 638

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Book Description
Advanced Guide to Python 3 Programming 2nd Edition delves deeply into a host of subjects that you need to understand if you are to develop sophisticated real-world programs. Each topic is preceded by an introduction followed by more advanced topics, along with numerous examples, that take you to an advanced level. This second edition has been significantly updated with two new sections on advanced Python language concepts and data analytics and machine learning. The GUI chapters have been rewritten to use the Tkinter UI library and a chapter on performance monitoring and profiling has been added. In total there are 18 new chapters, and all remaining chapters have been updated for the latest version of Python as well as for any of the libraries they use. There are eleven sections within the book covering Python Language Concepts, Computer Graphics (including GUIs), Games, Testing, File Input and Output, Databases Access, Logging, Concurrency and Parallelism, Reactive Programming, Networking and Data Analytics. Each section is self-contained and can either be read on its own or as part of the book as a whole. It is aimed at those who have learnt the basics of the Python 3 language but wish to delve deeper into Python’s eco system of additional libraries and modules.