The Object of the Game

The Object of the Game PDF Author: Charles Kyle
Publisher: Kendall/Hunt Publishing Company
ISBN: 9780787248475
Category :
Languages : en
Pages : 0

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Book Description

The Object of the Game

The Object of the Game PDF Author: Charles Kyle
Publisher: Kendall/Hunt Publishing Company
ISBN: 9780787248475
Category :
Languages : en
Pages : 0

Get Book Here

Book Description


Game Programming Patterns

Game Programming Patterns PDF Author: Robert Nystrom
Publisher: Genever Benning
ISBN: 0990582914
Category : Computers
Languages : en
Pages : 353

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Book Description
The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.

Object-oriented Game Development

Object-oriented Game Development PDF Author: Julian Gold
Publisher: Pearson Education
ISBN: 9780321176608
Category : Computers
Languages : en
Pages : 444

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Book Description
This book addresses how program teams can develop complex games within the constraints of deadlines, budgets, and changing technologies. It establishes a set best practices taken from real-world experiences, while making sure readers understand that there are not any absolute solutions. Readers are taught how to write reusable code that they will actually reuse along with games that require component technology. Practical object-oriented design methodologies with examples drawn directly from commercial code are also discussed. This book is useful for the entire game development team, including producers, designers, artists, and programmers.

Big-Game: Everyday Objects

Big-Game: Everyday Objects PDF Author: Anniina Koivu
Publisher:
ISBN: 9783037786048
Category :
Languages : en
Pages : 160

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Book Description
Big-Game is a design studio based in Lausanne, Switzerland, founded in 2004 by Augustin Scott de Martinville, Grégoire Jeanmonod and Elric Petit. Based on a series of interviews with the founders, this book looks at 15 years of the group's industrial design work on everyday objects, by way of anecdotes about the inception of their most successful work. Illustrated with 200 diagrams and photographs made for this publication (which is published on the occasion of a retrospective at Lausanne's Mudac Museum), the book examines projects including wine bottles designed for supermarkets, a set of cutlery for an airline, a collaboration with Japanese potters and a piece of Ikea furniture. The design critic Anniina Koivu provides the main text, alongside an introduction by curator Susanne Hilpert Stuber situating the studio in the context of the Swiss art world.

Adventure in Prolog

Adventure in Prolog PDF Author: Dennis Merritt
Publisher: Springer Science & Business Media
ISBN: 1461234263
Category : Computers
Languages : en
Pages : 187

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Book Description
Not long ago" Dennis Merritt wrote one of the best books that I know of about implementing expert systems in Prolog, and I was very glad he published it in our series. The only problem is there are still some unfortunate people around who do not know Prolog and are not sufficiently prepared either to read Merritt's book, or to use this extremely productive language, be it for knowledge-based work or even for everyday programming. Possibly this last statement may surprise you if you were under the impression that Prolog was an "artificial intelligence language" with very limited application potential. Please believe this editor's statement that quite the opposite is true: for at least four years, I have been using Prolog for every programming task in which I am given the option of choosing the language. Therefore, I 'am indeed happy that Dennis Merritt has written another good book on my language of choice, and that it meets the high standard he set with his prior book, Building Expert Systems in Prolog. All that remains for me to do is to wish you success and enjoyment when taking off on your Adventure in Prolog.

The Object of the Game

The Object of the Game PDF Author: Vanessa James
Publisher:
ISBN: 9780373108169
Category : Man-woman relationships
Languages : en
Pages : 189

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Book Description


Play Anything

Play Anything PDF Author: Ian Bogost
Publisher: Basic Books
ISBN: 0465096506
Category : Science
Languages : en
Pages : 290

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Book Description
How filling life with play-whether soccer or lawn mowing, counting sheep or tossing Angry Birds -- forges a new path for creativity and joy in our impatient age Life is boring: filled with meetings and traffic, errands and emails. Nothing we'd ever call fun. But what if we've gotten fun wrong? In Play Anything, visionary game designer and philosopher Ian Bogost shows how we can overcome our daily anxiety; transforming the boring, ordinary world around us into one of endless, playful possibilities. The key to this playful mindset lies in discovering the secret truth of fun and games. Play Anything, reveals that games appeal to us not because they are fun, but because they set limitations. Soccer wouldn't be soccer if it wasn't composed of two teams of eleven players using only their feet, heads, and torsos to get a ball into a goal; Tetris wouldn't be Tetris without falling pieces in characteristic shapes. Such rules seem needless, arbitrary, and difficult. Yet it is the limitations that make games enjoyable, just like it's the hard things in life that give it meaning. Play is what happens when we accept these limitations, narrow our focus, and, consequently, have fun. Which is also how to live a good life. Manipulating a soccer ball into a goal is no different than treating ordinary circumstances- like grocery shopping, lawn mowing, and making PowerPoints-as sources for meaning and joy. We can "play anything" by filling our days with attention and discipline, devotion and love for the world as it really is, beyond our desires and fears. Ranging from Internet culture to moral philosophy, ancient poetry to modern consumerism, Bogost shows us how today's chaotic world can only be tamed-and enjoyed-when we first impose boundaries on ourselves.

The Ball

The Ball PDF Author: John Fox
Publisher: Harper Collins
ISBN: 0062101625
Category : Sports & Recreation
Languages : en
Pages : 347

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Book Description
Anthropologist John Fox sets off on a worldwide adventure to thefarthest reaches of the globe and the deepest recesses of our ancientpast to answer a question inspired by his sports-loving son: "Why do we play ball?" From Mexican jungles to the small-town gridirons of Ohio, frommedieval villages and royal courts to modern soccer pitches andbaseball parks, The Ball explores the little-known origins ofour favorite sports across the centuries, and traces how a simpleinvention like the ball has come to stake an unrivaled claim on ourpassions, our money, and our lives. Equal parts history and travelogue,The Ball removes us from the scandals and commercialism of today'ssports world to uncover the true reasons we play ball, helping us reclaimour universal connection to the games we love.

The Medium of the Video Game

The Medium of the Video Game PDF Author: Mark J. P. Wolf
Publisher: University of Texas Press
ISBN: 0292786646
Category : Games & Activities
Languages : en
Pages : 228

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Book Description
Over a mere three decades, the video game became the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis. In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.

SDL Game Development

SDL Game Development PDF Author: Shaun Mitchell
Publisher: Packt Publishing Ltd
ISBN: 1849696837
Category : Computers
Languages : en
Pages : 391

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Book Description
Written as a practical and engaging tutorial, SDL Game Development guides you through developing your own framework and the creation of two engaging games.If you know C]+ and you're looking to make great games from the ground up, then this book is perfect for you.