Game Engine Black Book Doom


Game Engine Black Book Doom
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Game Engine Black Book Doom


Game Engine Black Book Doom
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Author : Fabien Sanglard
language : en
Publisher: Software Wizards
Release Date :

Game Engine Black Book Doom written by Fabien Sanglard and has been published by Software Wizards this book supported file pdf, txt, epub, kindle and other format this book has been release on with Computers categories.


It was early 1993 and id Software was at the top of the PC gaming industry. Wolfenstein 3D had established the First Person Shooter genre and sales of its sequel Spear of Destiny were skyrocketing. The technology and tools id had taken years to develop were no match for their many competitors. It would have been easy for id to coast on their success, but instead they made the audacious decision to throw away everything they had built and start from scratch. Game Engine Black Book: Doom is the story of how they did it. This is a book about history and engineering. Don’t expect much prose (the author’s English has improved since the first book but is still broken). Instead you will find inside extensive descriptions and drawings to better understand all the challenges id Software had to overcome. From the hardware -- the Intel 486 CPU, the Motorola 68040 CPU, and the NeXT workstations -- to the game engine’s revolutionary design, open up to learn how DOOM changed the gaming industry and became a legend among video games.



Michael Abrash S Graphics Programming Black Book


Michael Abrash S Graphics Programming Black Book
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Author : Michael Abrash
language : en
Publisher: Coriolis Group Books
Release Date : 1997

Michael Abrash S Graphics Programming Black Book written by Michael Abrash and has been published by Coriolis Group Books this book supported file pdf, txt, epub, kindle and other format this book has been release on 1997 with Computer graphics categories.


No one has done more to conquer the performance limitations of the PC than Michael Abrash, a software engineer for Microsoft. His complete works are contained in this massive volume, including everything he has written about performance coding and real-time graphics. The CD-ROM contains the entire text in Adobe Acrobat 3.0 format, allowing fast searches for specific facts.



Masters Of Doom


Masters Of Doom
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Author : David Kushner
language : en
Publisher: Random House
Release Date : 2003-04-24

Masters Of Doom written by David Kushner and has been published by Random House this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003-04-24 with Biography & Autobiography categories.


Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history—Doom and Quake—until the games they made tore them apart. Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it’s like to be young, driven, and wildly creative. “To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses—and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way.”—Mark Leyner, author of I Smell Esther Williams



Slam Book


Slam Book
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Author : Ann M. Martin
language : en
Publisher: Open Road Media
Release Date : 2014-04-22

Slam Book written by Ann M. Martin and has been published by Open Road Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-04-22 with Young Adult Fiction categories.


Anna is desperate to be popular, but the key to being cool has devastating consequences About to start her freshman year of high school, Anna wants more than anything to be popular. At a family reunion, her cousin describes a secret “slam book”—a notebook kids use to write all kinds of comments about one another. Anna decides this may be her key to success. Anna’s friends Paige, Randy, and Jessie quickly jump in on the nasty fun and before long, Anna has realized her dreams of popularity. But the slam book keeps getting meaner, and Paige and Anna start using the book to fight with each other. Soon, Anna comes up with the ultimate prank, using lonely and insecure Cheryl as her means to pull it off. But Anna’s vicious trick may lead to tragic consequences. This ebook features an illustrated personal history of Ann M. Martin, including rare images from the author’s collection.



Uncertainty In Games


Uncertainty In Games
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Author : Greg Costikyan
language : en
Publisher: MIT Press
Release Date : 2015-01-30

Uncertainty In Games written by Greg Costikyan and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-01-30 with Games & Activities categories.


How uncertainty in games—from Super Mario Bros. to Rock/Paper/Scissors—engages players and shapes play experiences. In life, uncertainty surrounds us. Things that we thought were good for us turn out to be bad for us (and vice versa); people we thought we knew well behave in mysterious ways; the stock market takes a nosedive. Thanks to an inexplicable optimism, most of the time we are fairly cheerful about it all. But we do devote much effort to managing and ameliorating uncertainty. Is it any wonder, then, asks Greg Costikyan, that we have taken this aspect of our lives and transformed it culturally, making a series of elaborate constructs that subject us to uncertainty but in a fictive and nonthreatening way? That is: we create games. In this concise and entertaining book, Costikyan, an award-winning game designer, argues that games require uncertainty to hold our interest, and that the struggle to master uncertainty is central to their appeal. Game designers, he suggests, can harness the idea of uncertainty to guide their work. Costikyan explores the many sources of uncertainty in many sorts of games—from Super Mario Bros. and Dungeons & Dragons to Rock/Paper/Scissors, from Monopoly to CityVille, from FPS Deathmatch play to Chess. He describes types of uncertainty, including performative uncertainty, analytic complexity, and narrative anticipation. And he suggests ways that game designers who want to craft novel game experiences can use an understanding of game uncertainty in its many forms to improve their designs.



Game Engine Black Book Doom


Game Engine Black Book Doom
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Author : Fabien Sanglard
language : en
Publisher:
Release Date : 2018

Game Engine Black Book Doom written by Fabien Sanglard and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018 with Computer games categories.


The author presents a historical discussion of the hardware and software innovations that took place as part of id Software's creation of the Doom PC game.



Game Engine Black Book Wolfenstein 3d


Game Engine Black Book Wolfenstein 3d
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Author : Fabien Sanglard
language : en
Publisher: Software Wizards
Release Date :

Game Engine Black Book Wolfenstein 3d written by Fabien Sanglard and has been published by Software Wizards this book supported file pdf, txt, epub, kindle and other format this book has been release on with Computers categories.


How was Wolfenstein 3D made and what were the secrets of its speed? How did id Software manage to turn a machine designed to display static images for word processing and spreadsheet applications into the best gaming platform in the world, capable of running games at seventy frames per seconds? If you have ever asked yourself these questions, Game Engine Black Book is for you. This is an engineering book. You will not find much prose in here (the author’s English is broken anyway.) Instead, this book has only bit of text and plenty of drawings attempting to describe in great detail the Wolfenstein 3D game engine and its hardware, the IBM PC with an Intel 386 CPU and a VGA graphic card. Game Engine Black Book details techniques such as raycasting, compiled scalers, deferred rendition, VGA Mode-Y, linear feedback shift register, fixed point arithmetic, pulse width modulation, runtime generated code, self-modifying code, and many others tricks. Open up to discover the architecture of the software which pioneered the First Person Shooter genre.



Game Engine Architecture


Game Engine Architecture
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Author : Jason Gregory
language : en
Publisher: CRC Press
Release Date : 2017-03-27

Game Engine Architecture written by Jason Gregory and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-03-27 with Computers categories.


Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.



The Little Book Of Naughty Games


The Little Book Of Naughty Games
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Author : Sadie Cayman
language : en
Publisher: Summersdale
Release Date : 2014-10-09

The Little Book Of Naughty Games written by Sadie Cayman and has been published by Summersdale this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-10-09 with Psychology categories.


Amp up the excitement between yourself and your partner with these bawdy bedroom games Time for you and your partner to get hot under the collar with this cheeky collection of naughty games. Get frisky with games like Eurovision Strip Contest and Hussy Roulette, get down and dirty as you go Snogging for Apples, and indulge in a little Sexpionage! There's something for every sexual occasion.



Unity In Action


Unity In Action
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Author : Joseph Hocking
language : en
Publisher: Simon and Schuster
Release Date : 2018-03-27

Unity In Action written by Joseph Hocking and has been published by Simon and Schuster this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-03-27 with Computers categories.


Summary Manning's bestselling and highly recommended Unity book has been fully revised! Unity in Action, Second Edition teaches you to write and deploy games with the Unity game development platform. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer. Foreword by Jesse Schell, author of The Art of Game Design Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. About the Technology Build your next game without sweating the low-level details. The Unity game development platform handles the heavy lifting, so you can focus on game play, graphics, and user experience. With support for C# programming, a huge ecosystem of production-quality prebuilt assets, and a strong dev community, Unity can get your next great game idea off the drawing board and onto the screen! About the Book Unity in Action, Second Edition teaches you to write and deploy games with Unity. As you explore the many interesting examples, you'll get hands-on practice with Unity's intuitive workflow tools and state-of-the-art rendering engine. This practical guide exposes every aspect of the game dev process, from the initial groundwork to creating custom AI scripts and building easy-to-read UIs. And because you asked for it, this totally revised Second Edition includes a new chapter on building 2D platformers with Unity's expanded 2D toolkit. What's Inside Revised for new best practices, updates, and more! 2D and 3D games Characters that run, jump, and bump into things Connect your games to the internet About the Reader You need to know C# or a similar language. No game development knowledge is assumed. About the Author Joe Hocking is a software engineer and Unity expert specializing in interactive media development. Table of Contents PART 1 - First steps Getting to know Unity Building a demo that puts you in 3D space Adding enemies and projectiles to the 3D game Developing graphics for your game PART 2 - Getting comfortable Building a Memory game using Unity's 2D functionality Creating a basic 2D Platformer Putting a GUI onto a game Creating a third-person 3D game: player movement and animation Adding interactive devices and items within the game PART 3 - Strong finish Connecting your game to the internet Playing audio: sound effects and music Putting the parts together into a complete game Deploying your game to players' devices