Author: Raeto Collin West
Publisher:
ISBN: 9780942386523
Category : BASIC (Computer program language)
Languages : en
Pages : 602
Book Description
Programming the VIC
Author: Raeto Collin West
Publisher:
ISBN: 9780942386523
Category : BASIC (Computer program language)
Languages : en
Pages : 602
Book Description
Publisher:
ISBN: 9780942386523
Category : BASIC (Computer program language)
Languages : en
Pages : 602
Book Description
VIC 20 Programmer's Reference Guide
Author: A. Finkel
Publisher:
ISBN:
Category : Microcomputers
Languages : en
Pages : 312
Book Description
Publisher:
ISBN:
Category : Microcomputers
Languages : en
Pages : 312
Book Description
Programming the Commodore 64
Author: Raeto Collin West
Publisher: Compute Publications International
ISBN:
Category : Computers
Languages : en
Pages : 644
Book Description
Publisher: Compute Publications International
ISBN:
Category : Computers
Languages : en
Pages : 644
Book Description
10 PRINT CHR$(205.5+RND(1)); : GOTO 10
Author: Nick Montfort
Publisher: MIT Press
ISBN: 0262304570
Category : Computers
Languages : en
Pages : 323
Book Description
A single line of code offers a way to understand the cultural context of computing. This book takes a single line of code—the extremely concise BASIC program for the Commodore 64 inscribed in the title—and uses it as a lens through which to consider the phenomenon of creative computing and the way computer programs exist in culture. The authors of this collaboratively written book treat code not as merely functional but as a text—in the case of 10 PRINT, a text that appeared in many different printed sources—that yields a story about its making, its purpose, its assumptions, and more. They consider randomness and regularity in computing and art, the maze in culture, the popular BASIC programming language, and the highly influential Commodore 64 computer.
Publisher: MIT Press
ISBN: 0262304570
Category : Computers
Languages : en
Pages : 323
Book Description
A single line of code offers a way to understand the cultural context of computing. This book takes a single line of code—the extremely concise BASIC program for the Commodore 64 inscribed in the title—and uses it as a lens through which to consider the phenomenon of creative computing and the way computer programs exist in culture. The authors of this collaboratively written book treat code not as merely functional but as a text—in the case of 10 PRINT, a text that appeared in many different printed sources—that yields a story about its making, its purpose, its assumptions, and more. They consider randomness and regularity in computing and art, the maze in culture, the popular BASIC programming language, and the highly influential Commodore 64 computer.
Game Programming Theory in C++
Author: Vic Broquard
Publisher:
ISBN: 9781941415603
Category :
Languages : en
Pages : 368
Book Description
If you ever want to program a game, this is the book for you! Game Programming Theory in C++covers basic algorithms of artificial intelligence and the physics of motion in 2D and 3D situations. Game Programming Theory in C++ begins with a short review of basic mathematical principles needed in games programming, including Vectors. Since object oriented classes are used throughout, the basics of writing C++ classes are also presented at the very beginning. Next Game Programming Theory in C++ discusses and programs chasing, evading, and intercepting algorithms. Patterned movement is illustrated. Sufficient physics is presented so that the reader can grasp the important equations of motions in both 2D and 3D situations. These are applied to a rigid body simulator. Game Programming Theory in C++ covers flocking algorithms and movement based upon a potntial function. Path finding is discussed in depth, including the A* method. Scripting is handled in Game Programming Theory in C++ as well as ini file creation methods. Finite state machines are illustrated as well. One chapter discusses many detail about projectile simulations, car simulations, and boat simulations. A 3D airplane simulator is covered. Fuzzy logic is presented in depth to illustrate handling of combat situations. Game Programming Theory in C++ covers the physics of collisions in 3D, a very important topic in nearly all games. Finally, methods of terrain generation are shown, along with sector analysis. Once you have finished Game Programming Theory in C++, you are ready for Programming Non-graphical Games in C++ which focuses on how to construct the many different types of game engines. After that, tackle the two windows programming books to learn how to build the graphical interface.
Publisher:
ISBN: 9781941415603
Category :
Languages : en
Pages : 368
Book Description
If you ever want to program a game, this is the book for you! Game Programming Theory in C++covers basic algorithms of artificial intelligence and the physics of motion in 2D and 3D situations. Game Programming Theory in C++ begins with a short review of basic mathematical principles needed in games programming, including Vectors. Since object oriented classes are used throughout, the basics of writing C++ classes are also presented at the very beginning. Next Game Programming Theory in C++ discusses and programs chasing, evading, and intercepting algorithms. Patterned movement is illustrated. Sufficient physics is presented so that the reader can grasp the important equations of motions in both 2D and 3D situations. These are applied to a rigid body simulator. Game Programming Theory in C++ covers flocking algorithms and movement based upon a potntial function. Path finding is discussed in depth, including the A* method. Scripting is handled in Game Programming Theory in C++ as well as ini file creation methods. Finite state machines are illustrated as well. One chapter discusses many detail about projectile simulations, car simulations, and boat simulations. A 3D airplane simulator is covered. Fuzzy logic is presented in depth to illustrate handling of combat situations. Game Programming Theory in C++ covers the physics of collisions in 3D, a very important topic in nearly all games. Finally, methods of terrain generation are shown, along with sector analysis. Once you have finished Game Programming Theory in C++, you are ready for Programming Non-graphical Games in C++ which focuses on how to construct the many different types of game engines. After that, tackle the two windows programming books to learn how to build the graphical interface.
Compute!'s Vic-20 and Commodore 64 Tool Kit
Author: Dan Heeb
Publisher: Compute
ISBN: 9780942386332
Category : Computers
Languages : en
Pages : 429
Book Description
Describes the workings of the operating systems of the VIC-20 and Commodore 64 microcomputers and provides guidance on programming these microcomputers
Publisher: Compute
ISBN: 9780942386332
Category : Computers
Languages : en
Pages : 429
Book Description
Describes the workings of the operating systems of the VIC-20 and Commodore 64 microcomputers and provides guidance on programming these microcomputers
Ready
Author: Roberto Dillon
Publisher: Springer
ISBN: 9812873414
Category : Technology & Engineering
Languages : en
Pages : 165
Book Description
How did the Commodore 64 conquer the hearts of millions and become a platform people still actively develop for even today? What made it so special? This book will appeal to both those who like tinkering with old technology as a hobby and nostalgic readers who simply want to enjoy a trip down memory lane. It discusses in a concise but rigorous format the different areas of home gaming and personal computing where the C64 managed to innovate and push forward existing boundaries. Starting from Jack Tramiel's vision of designing computers "for the masses, not the classes," the book introduces the 6510, VIC-II and SID chips that made the C64 unique. It briefly discusses its Basic programming language and then proceeds to illustrate not only many of the games that are still so fondly remembered but also the first generation of game engines that made game development more approachable − among other topics that are often neglected but are necessary to provide a comprehensive overview of how far reaching theC64 influence was. Written in a straightforward and accessible style, readers will relive the dawn of modern technology and gain a better understanding of the legacy that was built, bit by bit, in those pioneering days by computers that had only a tiny fraction of the power modern machines have and, yet, were used to create the technological world we are now living in. With a foreword by Michael Tomczyk
Publisher: Springer
ISBN: 9812873414
Category : Technology & Engineering
Languages : en
Pages : 165
Book Description
How did the Commodore 64 conquer the hearts of millions and become a platform people still actively develop for even today? What made it so special? This book will appeal to both those who like tinkering with old technology as a hobby and nostalgic readers who simply want to enjoy a trip down memory lane. It discusses in a concise but rigorous format the different areas of home gaming and personal computing where the C64 managed to innovate and push forward existing boundaries. Starting from Jack Tramiel's vision of designing computers "for the masses, not the classes," the book introduces the 6510, VIC-II and SID chips that made the C64 unique. It briefly discusses its Basic programming language and then proceeds to illustrate not only many of the games that are still so fondly remembered but also the first generation of game engines that made game development more approachable − among other topics that are often neglected but are necessary to provide a comprehensive overview of how far reaching theC64 influence was. Written in a straightforward and accessible style, readers will relive the dawn of modern technology and gain a better understanding of the legacy that was built, bit by bit, in those pioneering days by computers that had only a tiny fraction of the power modern machines have and, yet, were used to create the technological world we are now living in. With a foreword by Michael Tomczyk
Commodore 64 Programmer's Reference Guide
Author:
Publisher: Prentice Hall
ISBN: 9780672220562
Category : Computers
Languages : en
Pages : 486
Book Description
Introduces the BASIC programming language, shows how to incorporate graphics and music in programs, and discusses the machine language used by the Commodore 64 computer
Publisher: Prentice Hall
ISBN: 9780672220562
Category : Computers
Languages : en
Pages : 486
Book Description
Introduces the BASIC programming language, shows how to incorporate graphics and music in programs, and discusses the machine language used by the Commodore 64 computer
Programming and Planning in Early Childhood Settings
Author: Leonie Arthur
Publisher: Cengage AU
ISBN: 0170472884
Category : Education
Languages : en
Pages : 69
Book Description
Programming & Planning in Early Childhood Settings provides early childhood education students and practitioners with a broad view of the concepts and issues in early childhood curriculum, how to plan and program effective learning for young children and how to document children’s learning in early childhood settings. Instructor resources include instructor guide, PowerPoints, and Examples of Practice.
Publisher: Cengage AU
ISBN: 0170472884
Category : Education
Languages : en
Pages : 69
Book Description
Programming & Planning in Early Childhood Settings provides early childhood education students and practitioners with a broad view of the concepts and issues in early childhood curriculum, how to plan and program effective learning for young children and how to document children’s learning in early childhood settings. Instructor resources include instructor guide, PowerPoints, and Examples of Practice.
The Complete Commodore Inner Space Anthology
Author: Hildon, Karl J. H
Publisher: Milton, Ont. : Transactor Pub.
ISBN: 9780969208600
Category : Commodore computers
Languages : en
Pages : 122
Book Description
Publisher: Milton, Ont. : Transactor Pub.
ISBN: 9780969208600
Category : Commodore computers
Languages : en
Pages : 122
Book Description