Playstation 4: What we know Thus Far

Playstation 4: What we know Thus Far PDF Author:
Publisher: Wayne Dixon
ISBN:
Category :
Languages : en
Pages : 38

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Book Description
Read some in-depth information about the Playstation 4. This text goes from the platform shift, to the Dualshock 4, Playstation 4 Eye. This books also covers the games that have been shown off and some future possibilities for the Playstation 4 platform. Version 1.3 includes additional social features, PlayStation Plus pricing, availability date, memory dispersion, additional sharing options, and PlayStation Vita TV. Version 1.4 includes additional information surrounding the DualShock 4, Party Chat and Real Names on the PlayStation Network, Day-one Firmware update requirements, Cross-generation upgrades, digital games and other PlayStation 4's, and a new section on the limitations of Bluetooth in the PlayStation 4. Version 1.5 includes additional information regarding limitations with the PlayStation 4 at launch, DLNA, DualShock 4 details, Headset limitations, Graphics information, rental games, Hard drive dimensions, and clarified dedicated port for PlayStation Camera.

Playstation 4: What we know Thus Far

Playstation 4: What we know Thus Far PDF Author:
Publisher: Wayne Dixon
ISBN:
Category :
Languages : en
Pages : 38

Get Book

Book Description
Read some in-depth information about the Playstation 4. This text goes from the platform shift, to the Dualshock 4, Playstation 4 Eye. This books also covers the games that have been shown off and some future possibilities for the Playstation 4 platform. Version 1.3 includes additional social features, PlayStation Plus pricing, availability date, memory dispersion, additional sharing options, and PlayStation Vita TV. Version 1.4 includes additional information surrounding the DualShock 4, Party Chat and Real Names on the PlayStation Network, Day-one Firmware update requirements, Cross-generation upgrades, digital games and other PlayStation 4's, and a new section on the limitations of Bluetooth in the PlayStation 4. Version 1.5 includes additional information regarding limitations with the PlayStation 4 at launch, DLNA, DualShock 4 details, Headset limitations, Graphics information, rental games, Hard drive dimensions, and clarified dedicated port for PlayStation Camera.

The Fundamentals of C/C++ Game Programming

The Fundamentals of C/C++ Game Programming PDF Author: Brian Beuken
Publisher: CRC Press
ISBN: 135164288X
Category : Computers
Languages : en
Pages : 747

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Book Description
This book is aimed at giving novice coders an understanding of the methods and techniques used in professional games development. Designed to help develop and strengthen problem solving and basic C/C++ skills, it also will help to develop familiarity targeting and using fixed/restricted hardware, which are key skills in console development. It allows the reader to increase their confidence as game programmers by walking them through increasingly involved game concepts, while maintaining the understanding that despite the increased complexity, the core methods remain consistent with the advancement of the technology; the technology only enhances the gaming experience. It also demonstrates underlying principles of game coding in practical step by step ways to increase exposure and confidence in game coding concepts. Key Features: Increases the confidence of new coders by demonstrating how to get things done. Introduces evolving projects to reinforce concepts, both directly and indirectly that the reader will use to produce and then enhance the project. Provides tutorials on Graphics API’s that can be easily understood by a novice. Demystifies hardware used to gain new effects without blinding the user to the technical wizardry going on under the system. Gives a sense of achievement to the reader and pushes them toward improvement.

The Art of Naughty Dog

The Art of Naughty Dog PDF Author: Naughty Dog Studios
Publisher: Dark Horse Comics
ISBN: 1616554770
Category : Art
Languages : en
Pages : 194

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Book Description
Naughty Dog are responsible for developing some of the most iconic games of this generation including Crash Bandicoot, Jak and Daxter and Uncharted. Now they invite you on a 30-year retrospective tour with this beautifully designed volume. Charting their 30-year history from being the precocious pup of the gaming world, to their current status as one of the industry's pedigree breeds, The Art of Naughty Dog is a comprehensive guide to one of the most influential game developers in the world. This volume collects decades of production art, essays and inside stories.

Handbook of Research on Serious Games as Educational, Business and Research Tools

Handbook of Research on Serious Games as Educational, Business and Research Tools PDF Author: Cruz-Cunha, Maria Manuela
Publisher: IGI Global
ISBN: 1466601507
Category : Education
Languages : en
Pages : 1434

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Book Description
"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.

The Script Kiddie Cookbook

The Script Kiddie Cookbook PDF Author: Matthew Bashman
Publisher: Lulu.com
ISBN: 1411621581
Category : Computers
Languages : en
Pages : 344

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Book Description
This book is designed for the pure novice or home user of a computer who want to learn something about computer security. This book is very, very basic but extremely needed. Heck, I wrote this book so my mom could understand it.

Multiplayer Game Programming

Multiplayer Game Programming PDF Author: Josh Glazer
Publisher: Addison-Wesley Professional
ISBN: 0134034341
Category : Computers
Languages : en
Pages : 720

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Book Description
The Practical Guide to Building Reliable Networked Multiplayer Games Networked multiplayer games are a multibillion dollar business: some games now attract tens of millions of players. In this practical, code-rich guide, Joshua Glazer and Sanjay Madhav guide you through every aspect of engineering them. Drawing on their immense experience as both game developers and instructors, the authors lead you through building a robust multiplayer architecture, and creating every engine-level system. You’ll learn through in-depth working code examples for two complete games: an action game and a real time strategy (RTS) game. First, Madhav and Glazer review the essentials of networking and network programming from the standpoint of game developers. Next, they walk through managing game data transmission, updating game objects across the network, and organizing the devices that join your game. You’ll learn how to ensure reliable performance despite the Internet’s inherent inconsistencies, and how to design game code for maximum security and scalability. The authors conclude by addressing two increasingly crucial issues: incorporating gamer services and hosting your games in the cloud. This guide’s content has been extensively tested through the authors’ multiplayer game programming courses at USC. It is equally valuable both to students and to working game programmers moving into networked games. Coverage includes How games have evolved to meet the challenges of networked environments Using Internet communication protocols and standards in game development Working with Berkeley Socket, the most widely used networking construct in multiplayer gaming Formatting game data for efficient Internet transmission Synchronizing states so all players share the same world Organizing networking topologies for large-scale games Overcoming latency and jitter problems that cause delays or lost data Scaling games without compromising performance Combating security vulnerabilities and software cheats Leveraging the networking functionality of the popular Unreal 4 and Unity game engines Integrating gamer services such as matchmaking, achievements, and leaderboards Running game servers in the cloud About the Website C++ source code for all examples is available at github.com/MultiplayerBook. Instructors will also find a full set of PowerPoint slides and a sample syllabus.

Euro-Par 2010 - Parallel Processing

Euro-Par 2010 - Parallel Processing PDF Author: Pasqua D'Ambra
Publisher: Springer
ISBN: 3642152910
Category : Computers
Languages : en
Pages : 544

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Book Description
This book constitutes the refereed proceedings of the 16th International Euro-Par Conference held in Ischia, Italy, in August/September 2010. The 90 revised full papers presented were carefully reviewed and selected from 256 submissions. The papers are organized in topical sections on support tools and environments; performance prediction and evaluation; scheduling and load-balancing; high performance architectures and compilers; parallel and distributed data management; grid, cluster and cloud computing; peer to peer computing; distributed systems and algorithms; parallel and distributed programming; parallel numerical algorithms; multicore and manycore programming; theory and algorithms for parallel computation; high performance networks; and mobile and ubiquitous computing.

Focus On: 100 Most Popular Unreal Engine Games

Focus On: 100 Most Popular Unreal Engine Games PDF Author: Wikipedia contributors
Publisher: e-artnow sro
ISBN:
Category :
Languages : en
Pages : 1517

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Book Description


Transnational Contexts of Development History, Sociality, and Society of Play

Transnational Contexts of Development History, Sociality, and Society of Play PDF Author: S. Austin Lee
Publisher: Springer
ISBN: 3319438204
Category : Social Science
Languages : en
Pages : 243

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Book Description
This book examines the historical background of game development, offline and online gamer interactions, and presents a method to study the health impacts of digital games in East Asia. Focusing on examinations of how video games shape external interactions with the world as well as internal spaces, Lee and Pulos' volume brings together a range of approaches and regions to understand the impact of video games in East Asia and beyond. Contributions range from assessments of Nintendo's lasting technological impact in Japan and globally to analyses of mobile social gaming among teenage girls in Korea, with qualitative and quantitative methodologies set in contact with one another to offer a full spectrum of perspectives on video gaming and its profound cultural impact.

Rebuilding Empires

Rebuilding Empires PDF Author: Thomas Lee
Publisher: Macmillan
ISBN: 1137279338
Category : Business & Economics
Languages : en
Pages : 242

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Book Description
A fascinating look at how the once struggling Best Buy turned around their business, while showing others how they can too