Author: Fabien Sanglard
Publisher: Software Wizards
ISBN:
Category : Computers
Languages : en
Pages : 432
Book Description
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.
Game Engine Black Book: DOOM
Author: Fabien Sanglard
Publisher: Software Wizards
ISBN:
Category : Computers
Languages : en
Pages : 432
Book Description
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.
Publisher: Software Wizards
ISBN:
Category : Computers
Languages : en
Pages : 432
Book Description
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.
Michael Abrash's Graphics Programming Black Book
Author: Michael Abrash
Publisher: Coriolis Group Books
ISBN: 9781576101742
Category : Computer graphics
Languages : en
Pages : 0
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.
Publisher: Coriolis Group Books
ISBN: 9781576101742
Category : Computer graphics
Languages : en
Pages : 0
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.
Masters of Doom
Author: David Kushner
Publisher: Random House Trade Paperbacks
ISBN: 0812972155
Category : Biography & Autobiography
Languages : en
Pages : 361
Book Description
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
Publisher: Random House Trade Paperbacks
ISBN: 0812972155
Category : Biography & Autobiography
Languages : en
Pages : 361
Book Description
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
Microsoft Expression Blend 4 Unleashed
Author: Brennon Williams
Publisher: Pearson Education
ISBN: 0132678489
Category : Computers
Languages : en
Pages : 579
Book Description
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
Publisher: Pearson Education
ISBN: 0132678489
Category : Computers
Languages : en
Pages : 579
Book Description
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
Starstruck
Author: Lauren Conrad
Publisher: Harper Collins
ISBN: 0062079816
Category : Young Adult Fiction
Languages : en
Pages : 202
Book Description
Lauren Conrad, star of the hit MTV reality series The Hills, brings her insider knowledge to Starstruck, the second book in the Fame Game series. In Starstruck, Madison isn’t getting much screen time on The Fame Game, the reality TV show following three girls trying to become stars in L.A. She’s too busy doing community service after stealing a necklace. Kate, on the other hand, is getting huge amounts of publicity now that one of her songs has become an overnight sensation—and it’s going to her head. And aspiring actress Carmen, the daughter of Hollywood royalty, is finally making a name for herself. The juicy story from bestselling author Lauren Conrad explores friendship, family, romance, ambition, and fame.
Publisher: Harper Collins
ISBN: 0062079816
Category : Young Adult Fiction
Languages : en
Pages : 202
Book Description
Lauren Conrad, star of the hit MTV reality series The Hills, brings her insider knowledge to Starstruck, the second book in the Fame Game series. In Starstruck, Madison isn’t getting much screen time on The Fame Game, the reality TV show following three girls trying to become stars in L.A. She’s too busy doing community service after stealing a necklace. Kate, on the other hand, is getting huge amounts of publicity now that one of her songs has become an overnight sensation—and it’s going to her head. And aspiring actress Carmen, the daughter of Hollywood royalty, is finally making a name for herself. The juicy story from bestselling author Lauren Conrad explores friendship, family, romance, ambition, and fame.
The Executive Game and the Finance Game
Author: Richard C. Henshaw
Publisher:
ISBN:
Category :
Languages : en
Pages :
Book Description
Publisher:
ISBN:
Category :
Languages : en
Pages :
Book Description
The Little Book of Naughty Games
Author: Sadie Cayman
Publisher: Summersdale
ISBN: 9781849536417
Category : Psychology
Languages : en
Pages : 0
Book Description
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.
Publisher: Summersdale
ISBN: 9781849536417
Category : Psychology
Languages : en
Pages : 0
Book Description
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.
Creating Games in C++
Author: David Conger
Publisher: New Riders
ISBN: 0735714347
Category : Computers
Languages : en
Pages : 466
Book Description
Do you love video games? Ever wondered if you could create one of your own, with all the bells and whistles? It's not as complicated as you'd think, and you don't need to be a math whiz or a programming genius to do it. In fact, everything you need to create your first game, "Invasion of the Slugwroths," is included in this book and CD-ROM. Author David Conger starts at square one, introducing the tools of the trade and all the basic concepts for getting started programming with C++, the language that powers most current commercial games. Plus, he's put a wealth of top-notch (and free) tools on the CD-ROM, including the Dev-C++ compiler, linker, and debugger--and his own LlamaWorks2D game engine. Step-by-step instructions and ample illustrations take you through game program structure, integrating sound and music into games, floating-point math, C++ arrays, and much more. Using the sample programs and the source code to run them, you can follow along as you learn. Bio: David Conger has been programming professionally for over 23 years. Along with countless custom business applications, he has written several PC and online games. Conger also worked on graphics firmware for military aircraft, and taught computer science at the university level for four years. Conger has written numerous books on C, C++, and other computer-related topics. He lives in western Washington State and has also published a collection of Indian folk tales.
Publisher: New Riders
ISBN: 0735714347
Category : Computers
Languages : en
Pages : 466
Book Description
Do you love video games? Ever wondered if you could create one of your own, with all the bells and whistles? It's not as complicated as you'd think, and you don't need to be a math whiz or a programming genius to do it. In fact, everything you need to create your first game, "Invasion of the Slugwroths," is included in this book and CD-ROM. Author David Conger starts at square one, introducing the tools of the trade and all the basic concepts for getting started programming with C++, the language that powers most current commercial games. Plus, he's put a wealth of top-notch (and free) tools on the CD-ROM, including the Dev-C++ compiler, linker, and debugger--and his own LlamaWorks2D game engine. Step-by-step instructions and ample illustrations take you through game program structure, integrating sound and music into games, floating-point math, C++ arrays, and much more. Using the sample programs and the source code to run them, you can follow along as you learn. Bio: David Conger has been programming professionally for over 23 years. Along with countless custom business applications, he has written several PC and online games. Conger also worked on graphics firmware for military aircraft, and taught computer science at the university level for four years. Conger has written numerous books on C, C++, and other computer-related topics. He lives in western Washington State and has also published a collection of Indian folk tales.
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.
The Complete Guide to Conquering Video Games
Author: Jeff Rovin
Publisher: Scribner Paper Fiction
ISBN: 9780020299707
Category : Games
Languages : en
Pages : 407
Book Description
Describes and rates the quality of video games and recommends playing strategies for home and arcade games, including Pac-Man, Space Invaders, Asteroids, Grand Prix, and Panzer Attack
Publisher: Scribner Paper Fiction
ISBN: 9780020299707
Category : Games
Languages : en
Pages : 407
Book Description
Describes and rates the quality of video games and recommends playing strategies for home and arcade games, including Pac-Man, Space Invaders, Asteroids, Grand Prix, and Panzer Attack