Author: Matt Tagliaferri
Publisher: Sybex
ISBN: 9780782121186
Category : Games & Activities
Languages : en
Pages : 372
Book Description
A tutorial in 3D game design using the included software, this text allows Quake enthusiasts to create their own levels of the game. The CD includes non-shareware version of qED level editor and playable, independantly designed Quake level.
Quake Level Design Handbook
Author: Matt Tagliaferri
Publisher: Sybex
ISBN: 9780782121186
Category : Games & Activities
Languages : en
Pages : 372
Book Description
A tutorial in 3D game design using the included software, this text allows Quake enthusiasts to create their own levels of the game. The CD includes non-shareware version of qED level editor and playable, independantly designed Quake level.
Publisher: Sybex
ISBN: 9780782121186
Category : Games & Activities
Languages : en
Pages : 372
Book Description
A tutorial in 3D game design using the included software, this text allows Quake enthusiasts to create their own levels of the game. The CD includes non-shareware version of qED level editor and playable, independantly designed Quake level.
The Seismic Design Handbook
Author: Farzad Naeim
Publisher: Springer Science & Business Media
ISBN: 9780412078910
Category : Science
Languages : en
Pages : 476
Book Description
Publisher: Springer Science & Business Media
ISBN: 9780412078910
Category : Science
Languages : en
Pages : 476
Book Description
An Architectural Approach to Level Design
Author: Christopher W. Totten
Publisher: CRC Press
ISBN: 1351982923
Category : Computers
Languages : en
Pages : 474
Book Description
Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.
Publisher: CRC Press
ISBN: 1351982923
Category : Computers
Languages : en
Pages : 474
Book Description
Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.
The Cumulative Book Index
Author:
Publisher:
ISBN:
Category : American literature
Languages : en
Pages : 2362
Book Description
A world list of books in the English language.
Publisher:
ISBN:
Category : American literature
Languages : en
Pages : 2362
Book Description
A world list of books in the English language.
Video Game Spaces
Author: Michael Nitsche
Publisher: MIT Press
ISBN: 0262293013
Category : Games & Activities
Languages : en
Pages : 315
Book Description
An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.
Publisher: MIT Press
ISBN: 0262293013
Category : Games & Activities
Languages : en
Pages : 315
Book Description
An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.
Visual Basic .NET Codemaster's Library
Author: Matt Tagliaferri
Publisher: John Wiley & Sons
ISBN: 078214103X
Category : Computers
Languages : en
Pages : 398
Book Description
Experienced VB.NET programmers, as well as experienced Visual Basic 6 programmers can learn the VB.NET's new features through the code examples included in this book.
Publisher: John Wiley & Sons
ISBN: 078214103X
Category : Computers
Languages : en
Pages : 398
Book Description
Experienced VB.NET programmers, as well as experienced Visual Basic 6 programmers can learn the VB.NET's new features through the code examples included in this book.
Myth
Author: Bart Farkas
Publisher: San Francisco : Sybex
ISBN: 9780782121407
Category : Games & Activities
Languages : en
Pages : 294
Book Description
This is the only authorized guide to Myth, to be published "day-and-date" with the game. Written with the full support of Bungie Software, this book contains in-depth strategies and tactics for every mission, behind-the-scenes information, original art from the game, and tips for multiplayer gaming and customization.
Publisher: San Francisco : Sybex
ISBN: 9780782121407
Category : Games & Activities
Languages : en
Pages : 294
Book Description
This is the only authorized guide to Myth, to be published "day-and-date" with the game. Written with the full support of Bungie Software, this book contains in-depth strategies and tactics for every mission, behind-the-scenes information, original art from the game, and tips for multiplayer gaming and customization.
Designers' Handbook to Eurocode 1: Basis of design
Author: H. Gulvanessian
Publisher: Thomas Telford
ISBN: 9780727725240
Category : Technology & Engineering
Languages : en
Pages : 142
Book Description
Providing detailed information for civil and structural engineers on the use of Eurocode, this handbook covers the basis of design, its background and relationship to the other Eurocodes. This Eurocode provides general principles for the structural design
Publisher: Thomas Telford
ISBN: 9780727725240
Category : Technology & Engineering
Languages : en
Pages : 142
Book Description
Providing detailed information for civil and structural engineers on the use of Eurocode, this handbook covers the basis of design, its background and relationship to the other Eurocodes. This Eurocode provides general principles for the structural design
Earthquake Engineering Handbook
Author: Charles Scawthorn
Publisher: CRC Press
ISBN: 1420042440
Category : Technology & Engineering
Languages : en
Pages : 1508
Book Description
Earthquakes are nearly unique among natural phenomena - they affect virtually everything within a region, from massive buildings and bridges, down to the furnishings within a home. Successful earthquake engineering therefore requires a broad background in subjects, ranging from the geologic causes and effects of earthquakes to understanding the imp
Publisher: CRC Press
ISBN: 1420042440
Category : Technology & Engineering
Languages : en
Pages : 1508
Book Description
Earthquakes are nearly unique among natural phenomena - they affect virtually everything within a region, from massive buildings and bridges, down to the furnishings within a home. Successful earthquake engineering therefore requires a broad background in subjects, ranging from the geologic causes and effects of earthquakes to understanding the imp
Bridge Engineering Handbook, Five Volume Set
Author: Wai-Fah Chen
Publisher: CRC Press
ISBN: 1482255030
Category : Technology & Engineering
Languages : en
Pages : 3042
Book Description
Over 140 experts, 14 countries, and 89 chapters are represented in the second edition of the Bridge Engineering Handbook. This extensive collection provides detailed information on bridge engineering, and thoroughly explains the concepts and practical applications surrounding the subject, and also highlights bridges from around the world. This second edition of the bestselling Bridge Engineering Handbook covers virtually all the information an engineer would need to know about any type of bridge-from planning to construction to maintenance. It contains more than 2,500 tables, charts, and illustrations in a practical, ready-to-use format. An abundance of worked-out examples gives readers numerous practical step-by-step design procedures. Special attention is given to rehabilitation, retrofit, and maintenance. Coverage also includes seismic design and building materials. Thoroughly revised and updated, this second edition contains 26 new chapters.
Publisher: CRC Press
ISBN: 1482255030
Category : Technology & Engineering
Languages : en
Pages : 3042
Book Description
Over 140 experts, 14 countries, and 89 chapters are represented in the second edition of the Bridge Engineering Handbook. This extensive collection provides detailed information on bridge engineering, and thoroughly explains the concepts and practical applications surrounding the subject, and also highlights bridges from around the world. This second edition of the bestselling Bridge Engineering Handbook covers virtually all the information an engineer would need to know about any type of bridge-from planning to construction to maintenance. It contains more than 2,500 tables, charts, and illustrations in a practical, ready-to-use format. An abundance of worked-out examples gives readers numerous practical step-by-step design procedures. Special attention is given to rehabilitation, retrofit, and maintenance. Coverage also includes seismic design and building materials. Thoroughly revised and updated, this second edition contains 26 new chapters.