Author: James Bernstein
Publisher:
ISBN: 9781791955564
Category : Microcomputers
Languages : en
Pages : 129
Book Description
Everyone has to get a new computer at some time or another so why not get the computer you always wanted? Sure you can buy a nice computer off of the store shelf but you never really get exactly what you want that way. When you build your own computer, you are in charge of what components are going to be used so you know that it will perform the way you want it to. The goal of this book is to help you choose the parts (components) for your new computer so you can end up with a computer that does what you want it to do. Then you will be taken through the build process with step by step instructions and illustrations making it easy to get your new computer up and running in no time. Finally you will be guided through the process of installing an operating system on your computer so you can start enjoying your work. The chapters in the book cover the following topics: Chapter 1 - Why Build Your Own Computer? Chapter 2 - Choosing Components Chapter 3 - Planning Your Build Chapter 4 - Putting the Pieces Together Chapter 5 - Initial Power Up Chapter 6 - Installing Your Operating System About the Author James Bernstein has been working with various companies in the IT field since 2000, managing technologies such as SAN and NAS storage, VMware, backups, Windows Servers, Active Directory, DNS, DHCP, Networking, Microsoft Office, Exchange, and more. He has obtained certifications from Microsoft, VMware, CompTIA, ShoreTel, and SNIA, and continues to strive to learn new technologies to further his knowledge on a variety of subjects. He is also the founder of the website OnlineComputerTips.com, which offers its readers valuable information on topics such as Windows, networking, hardware, software, and troubleshooting. Jim writes much of the content himself and adds new content on a regular basis. The site was started in 2005 and is still going strong today.
Building Your Own Computer Made Easy
Author: James Bernstein
Publisher:
ISBN: 9781791955564
Category : Microcomputers
Languages : en
Pages : 129
Book Description
Everyone has to get a new computer at some time or another so why not get the computer you always wanted? Sure you can buy a nice computer off of the store shelf but you never really get exactly what you want that way. When you build your own computer, you are in charge of what components are going to be used so you know that it will perform the way you want it to. The goal of this book is to help you choose the parts (components) for your new computer so you can end up with a computer that does what you want it to do. Then you will be taken through the build process with step by step instructions and illustrations making it easy to get your new computer up and running in no time. Finally you will be guided through the process of installing an operating system on your computer so you can start enjoying your work. The chapters in the book cover the following topics: Chapter 1 - Why Build Your Own Computer? Chapter 2 - Choosing Components Chapter 3 - Planning Your Build Chapter 4 - Putting the Pieces Together Chapter 5 - Initial Power Up Chapter 6 - Installing Your Operating System About the Author James Bernstein has been working with various companies in the IT field since 2000, managing technologies such as SAN and NAS storage, VMware, backups, Windows Servers, Active Directory, DNS, DHCP, Networking, Microsoft Office, Exchange, and more. He has obtained certifications from Microsoft, VMware, CompTIA, ShoreTel, and SNIA, and continues to strive to learn new technologies to further his knowledge on a variety of subjects. He is also the founder of the website OnlineComputerTips.com, which offers its readers valuable information on topics such as Windows, networking, hardware, software, and troubleshooting. Jim writes much of the content himself and adds new content on a regular basis. The site was started in 2005 and is still going strong today.
Publisher:
ISBN: 9781791955564
Category : Microcomputers
Languages : en
Pages : 129
Book Description
Everyone has to get a new computer at some time or another so why not get the computer you always wanted? Sure you can buy a nice computer off of the store shelf but you never really get exactly what you want that way. When you build your own computer, you are in charge of what components are going to be used so you know that it will perform the way you want it to. The goal of this book is to help you choose the parts (components) for your new computer so you can end up with a computer that does what you want it to do. Then you will be taken through the build process with step by step instructions and illustrations making it easy to get your new computer up and running in no time. Finally you will be guided through the process of installing an operating system on your computer so you can start enjoying your work. The chapters in the book cover the following topics: Chapter 1 - Why Build Your Own Computer? Chapter 2 - Choosing Components Chapter 3 - Planning Your Build Chapter 4 - Putting the Pieces Together Chapter 5 - Initial Power Up Chapter 6 - Installing Your Operating System About the Author James Bernstein has been working with various companies in the IT field since 2000, managing technologies such as SAN and NAS storage, VMware, backups, Windows Servers, Active Directory, DNS, DHCP, Networking, Microsoft Office, Exchange, and more. He has obtained certifications from Microsoft, VMware, CompTIA, ShoreTel, and SNIA, and continues to strive to learn new technologies to further his knowledge on a variety of subjects. He is also the founder of the website OnlineComputerTips.com, which offers its readers valuable information on topics such as Windows, networking, hardware, software, and troubleshooting. Jim writes much of the content himself and adds new content on a regular basis. The site was started in 2005 and is still going strong today.
Build Your Own PC Game in Seven Easy Steps
Author: Scott D. Palmer
Publisher: Addison Wesley Publishing Company
ISBN: 9780201489118
Category : Computers
Languages : en
Pages : 0
Book Description
Written in a snidely humorous style, this practical book teaches all the basic skills needed to program good PC games. It shows how to implement ideas and techniques in developing three specific games (a text adventure, a graphics adventure, and a graphics arcade game) with Visual Basic versions 3.0 and 4.0 for the Windows environment. CD contains complete source code and sample games.
Publisher: Addison Wesley Publishing Company
ISBN: 9780201489118
Category : Computers
Languages : en
Pages : 0
Book Description
Written in a snidely humorous style, this practical book teaches all the basic skills needed to program good PC games. It shows how to implement ideas and techniques in developing three specific games (a text adventure, a graphics adventure, and a graphics arcade game) with Visual Basic versions 3.0 and 4.0 for the Windows environment. CD contains complete source code and sample games.
Computer Games
Author: Blair Carter
Publisher: Nova Publishers
ISBN: 9781590335260
Category : Games & Activities
Languages : en
Pages : 182
Book Description
Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.
Publisher: Nova Publishers
ISBN: 9781590335260
Category : Games & Activities
Languages : en
Pages : 182
Book Description
Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.
Computers Made Easy
Author: James Bernstein
Publisher: Independently Published
ISBN:
Category :
Languages : en
Pages : 232
Book Description
A Foundation in Computers & Software That's Easy to Understand Computers Made Easy is designed to take your overall computer skills from a beginner to the next level. Get a top level understanding without a complex education. This easy to use guide will help you navigate your way to becoming proficient with computers, operating systems, hardware and software. Introduction Chapter 1 - What is a Computer? Chapter 2 - Computer Peripherals Chapter 3 - Microsoft Windows Chapter 4 - Software Chapter 5 - Printers Chapter 6 - The Internet Chapter 7 - Email Chapter 8 - Office Productivity Software Chapter 9 - Antivirus and Antispyware Software Chapter 10 - Avoiding Scams Chapter 11 - Error Messages, Crashes, & Troubleshooting Chapter 12 - Wi-Fi and Internet Troubleshooting Chapter 13 - Backup and Protection Chapter 14 - Security Chapter 15 - Cloud Storage Chapter 16 - Basic Networking What's Next? About the Author James Bernstein has been working with various companies in the IT field since 2000, managing technologies such as SAN and NAS storage, VMware, backups, Windows Servers, Active Directory, DNS, DHCP, Networking, Microsoft Office, Exchange, and more. He has obtained certifications from Microsoft, VMware, CompTIA, ShoreTel, and SNIA, and continues to strive to learn new technologies to further his knowledge on a variety of subjects. He is also the founder of the website OnlineComputerTips.com, which offers its readers valuable information on topics such as Windows, networking, hardware, software, and troubleshooting. James writes much of the content himself and adds new content on a regular basis. The site was started in 2005 and is still going strong today.
Publisher: Independently Published
ISBN:
Category :
Languages : en
Pages : 232
Book Description
A Foundation in Computers & Software That's Easy to Understand Computers Made Easy is designed to take your overall computer skills from a beginner to the next level. Get a top level understanding without a complex education. This easy to use guide will help you navigate your way to becoming proficient with computers, operating systems, hardware and software. Introduction Chapter 1 - What is a Computer? Chapter 2 - Computer Peripherals Chapter 3 - Microsoft Windows Chapter 4 - Software Chapter 5 - Printers Chapter 6 - The Internet Chapter 7 - Email Chapter 8 - Office Productivity Software Chapter 9 - Antivirus and Antispyware Software Chapter 10 - Avoiding Scams Chapter 11 - Error Messages, Crashes, & Troubleshooting Chapter 12 - Wi-Fi and Internet Troubleshooting Chapter 13 - Backup and Protection Chapter 14 - Security Chapter 15 - Cloud Storage Chapter 16 - Basic Networking What's Next? About the Author James Bernstein has been working with various companies in the IT field since 2000, managing technologies such as SAN and NAS storage, VMware, backups, Windows Servers, Active Directory, DNS, DHCP, Networking, Microsoft Office, Exchange, and more. He has obtained certifications from Microsoft, VMware, CompTIA, ShoreTel, and SNIA, and continues to strive to learn new technologies to further his knowledge on a variety of subjects. He is also the founder of the website OnlineComputerTips.com, which offers its readers valuable information on topics such as Windows, networking, hardware, software, and troubleshooting. James writes much of the content himself and adds new content on a regular basis. The site was started in 2005 and is still going strong today.
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.
Forthcoming Books
Author: Rose Arny
Publisher:
ISBN:
Category : American literature
Languages : en
Pages : 2218
Book Description
Publisher:
ISBN:
Category : American literature
Languages : en
Pages : 2218
Book Description
Building the Ultimate Game PC
Author: Loyd Case
Publisher: Que Publishing
ISBN: 9780789722041
Category : Computers
Languages : en
Pages : 356
Book Description
A gaming hardware authority shows users how to optimize gaming performance with tips on installation of components, getting up and running, and more for those ultimate gamers who are interested in learning a little more about what's under the hood of their PC.
Publisher: Que Publishing
ISBN: 9780789722041
Category : Computers
Languages : en
Pages : 356
Book Description
A gaming hardware authority shows users how to optimize gaming performance with tips on installation of components, getting up and running, and more for those ultimate gamers who are interested in learning a little more about what's under the hood of their PC.
Game Mechanics
Author: Ernest Adams
Publisher: New Riders
ISBN: 0132946688
Category : Computers
Languages : en
Pages : 442
Book Description
This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You’ll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you’ll practice what you’ve learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment. In Game Mechanics: Advanced Game Design, you’ll learn how to: * Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics—from a library in this book—to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play. "I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG “Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!” -- Raph Koster, author of A Theory of Fun for Game Design.
Publisher: New Riders
ISBN: 0132946688
Category : Computers
Languages : en
Pages : 442
Book Description
This in-depth resource teaches you to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. You’ll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you’ll practice what you’ve learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment. In Game Mechanics: Advanced Game Design, you’ll learn how to: * Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics—from a library in this book—to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play. "I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG “Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!” -- Raph Koster, author of A Theory of Fun for Game Design.
Invent Your Own Computer Games with Python, 4th Edition
Author: Al Sweigart
Publisher: No Starch Press
ISBN: 1593277954
Category : Computers
Languages : en
Pages : 377
Book Description
Invent Your Own Computer Games with Python will teach you how to make computer games using the popular Python programming language—even if you’ve never programmed before! Begin by building classic games like Hangman, Guess the Number, and Tic-Tac-Toe, and then work your way up to more advanced games, like a text-based treasure hunting game and an animated collision-dodging game with sound effects. Along the way, you’ll learn key programming and math concepts that will help you take your game programming to the next level. Learn how to: –Combine loops, variables, and flow control statements into real working programs –Choose the right data structures for the job, such as lists, dictionaries, and tuples –Add graphics and animation to your games with the pygame module –Handle keyboard and mouse input –Program simple artificial intelligence so you can play against the computer –Use cryptography to convert text messages into secret code –Debug your programs and find common errors As you work through each game, you’ll build a solid foundation in Python and an understanding of computer science fundamentals. What new game will you create with the power of Python? The projects in this book are compatible with Python 3.
Publisher: No Starch Press
ISBN: 1593277954
Category : Computers
Languages : en
Pages : 377
Book Description
Invent Your Own Computer Games with Python will teach you how to make computer games using the popular Python programming language—even if you’ve never programmed before! Begin by building classic games like Hangman, Guess the Number, and Tic-Tac-Toe, and then work your way up to more advanced games, like a text-based treasure hunting game and an animated collision-dodging game with sound effects. Along the way, you’ll learn key programming and math concepts that will help you take your game programming to the next level. Learn how to: –Combine loops, variables, and flow control statements into real working programs –Choose the right data structures for the job, such as lists, dictionaries, and tuples –Add graphics and animation to your games with the pygame module –Handle keyboard and mouse input –Program simple artificial intelligence so you can play against the computer –Use cryptography to convert text messages into secret code –Debug your programs and find common errors As you work through each game, you’ll build a solid foundation in Python and an understanding of computer science fundamentals. What new game will you create with the power of Python? The projects in this book are compatible with Python 3.
Game Developer's Marketplace
Author: Ben Sawyer
Publisher:
ISBN: 9781576101773
Category : Business & Economics
Languages : en
Pages : 756
Book Description
Provides basic background on different aspects of making games. Seventeen chapters discuss the ins and outs of the industry and aspects of designing games, financing, getting a job, console development, creating game content, dealing with software publishers, marketing, legal issues, and resources for developer tools and programs. The CD-ROM contains tools such as the source code to Abuse, demos from Animatek, Goldwave, IForce2.0 SDK, Miles Sound System, demos from RTime and RAD, Open GL, Sound Forge, and a searchable database of industry resources. Annotation copyrighted by Book News, Inc., Portland, OR
Publisher:
ISBN: 9781576101773
Category : Business & Economics
Languages : en
Pages : 756
Book Description
Provides basic background on different aspects of making games. Seventeen chapters discuss the ins and outs of the industry and aspects of designing games, financing, getting a job, console development, creating game content, dealing with software publishers, marketing, legal issues, and resources for developer tools and programs. The CD-ROM contains tools such as the source code to Abuse, demos from Animatek, Goldwave, IForce2.0 SDK, Miles Sound System, demos from RTime and RAD, Open GL, Sound Forge, and a searchable database of industry resources. Annotation copyrighted by Book News, Inc., Portland, OR