Read Books Online and Download eBooks, EPub, PDF, Mobi, Kindle, Text Full Free.
Quake Level Design Handbook
Download Quake Level Design Handbook full books in PDF, epub, and Kindle. Read online Quake Level Design Handbook ebook anywhere anytime directly on your device. Fast Download speed and no annoying ads. We cannot guarantee that every ebooks is available!
Book Synopsis Quake Level Design Handbook by : Matt Tagliaferri
Download or read book Quake Level Design Handbook written by Matt Tagliaferri and published by Sybex. This book was released on 1997 with total page 372 pages. Available in PDF, EPUB and Kindle. Book excerpt: A tutorial in 3D game design using the included software, this text allows Quake enthusiasts to create their own levels of the game. The CD includes non-shareware version of qED level editor and playable, independantly designed Quake level.
Book Synopsis Video Game Spaces by : Michael Nitsche
Download or read book Video Game Spaces written by Michael Nitsche and published by MIT Press. This book was released on 2008-12-05 with total page 315 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.
Book Synopsis Visual Basic .NET Codemaster's Library by : Matt Tagliaferri
Download or read book Visual Basic .NET Codemaster's Library written by Matt Tagliaferri and published by John Wiley & Sons. This book was released on 2002-04-04 with total page 398 pages. Available in PDF, EPUB and Kindle. Book excerpt: Experienced VB.NET programmers, as well as experienced Visual Basic 6 programmers can learn the VB.NET's new features through the code examples included in this book.
Book Synopsis The Seismic Design Handbook by : Farzad Naeim
Download or read book The Seismic Design Handbook written by Farzad Naeim and published by Springer Science & Business Media. This book was released on 1989-08-31 with total page 476 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Rules of Play by : Katie Salen Tekinbas
Download or read book Rules of Play written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2003-09-25 with total page 680 pages. Available in PDF, EPUB and Kindle. Book excerpt: An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Download or read book The Cumulative Book Index written by and published by . This book was released on 1998 with total page 2362 pages. Available in PDF, EPUB and Kindle. Book excerpt: A world list of books in the English language.
Book Synopsis Handbook of Computer Game Studies by : Joost Raessens
Download or read book Handbook of Computer Game Studies written by Joost Raessens and published by MIT Press. This book was released on 2011-08-19 with total page 471 pages. Available in PDF, EPUB and Kindle. Book excerpt: A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy. New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others. Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.
Book Synopsis Designers' Handbook to Eurocode 1: Basis of design by : H. Gulvanessian
Download or read book Designers' Handbook to Eurocode 1: Basis of design written by H. Gulvanessian and published by Thomas Telford. This book was released on 1996 with total page 142 pages. Available in PDF, EPUB and Kindle. Book excerpt: Providing detailed information for civil and structural engineers on the use of Eurocode, this handbook covers the basis of design, its background and relationship to the other Eurocodes. This Eurocode provides general principles for the structural design
Book Synopsis Earthquake Engineering Handbook by : Charles Scawthorn
Download or read book Earthquake Engineering Handbook written by Charles Scawthorn and published by CRC Press. This book was released on 2002-09-27 with total page 1508 pages. Available in PDF, EPUB and Kindle. Book excerpt: Earthquakes are nearly unique among natural phenomena - they affect virtually everything within a region, from massive buildings and bridges, down to the furnishings within a home. Successful earthquake engineering therefore requires a broad background in subjects, ranging from the geologic causes and effects of earthquakes to understanding the imp
Download or read book Riven written by Laurel Danara and published by . This book was released on 1998 with total page 152 pages. Available in PDF, EPUB and Kindle. Book excerpt: Myst is the most popular and enduring of all CD-ROM games, and Riven is a much more difficult sequel to Myst. Whereas Myst's puzzles were all at the same level, Riven's puzzles become progressively more difficult and lead to multiple endings. Sleepless gamers will need this guide to get to the end.
Book Synopsis Dark Reign - The Future of War Strategies and Secrets (Unofficial) by : Michael Rymaszewski
Download or read book Dark Reign - The Future of War Strategies and Secrets (Unofficial) written by Michael Rymaszewski and published by Sybex. This book was released on 1997 with total page 214 pages. Available in PDF, EPUB and Kindle. Book excerpt: Dark Reign is a real-time strategy game in the tradition of WarCraft II and Command & Conquer. Groundbreaking features include true line-of-sight warfare, the largest playing maps in the genre, and a Mission Construction Kit that players can use to build their own Dark Reign levels. With 40+ more pages than a competing title, this strategy guide will offer more comprehensive coverage at the same price.
Download or read book Hexen II written by Brett Skogen and published by Sybex. This book was released on 1997 with total page 308 pages. Available in PDF, EPUB and Kindle. Book excerpt: All fans of the Doom/Quake genre will want Hexen II because it is the most beautiful and immersive of all the 3D action games releasing for Christmas 1997. This is the only book that will release near day-and-date with the software.
Book Synopsis International Handbook of Earthquake Engineering by : Mario Paz
Download or read book International Handbook of Earthquake Engineering written by Mario Paz and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 558 pages. Available in PDF, EPUB and Kindle. Book excerpt: The subject of earthquake engineering has been the focus of my teaching and research for many years. Thus, when Mario Paz, the editor of this handbook, asked me to write a Foreword, I was interested and honored by his request. Worldwide, people are beginning to understand the severity of the danger to present and future generations caused by the destruction of the environment. Earthquakes pose a similar threat; thus, the proper use of methods for earthquake-resistant design and construction is vitally important for countries that are at high risk of being subjected to strong-motion earthquakes. Most seismic activity is the result of tectonic earthquakes. Tectonic earthquakes are very special events in that, although they occur frequently, their probability of becoming natural hazards for a specific urban area is very small. When a severe earthquake does occur near an urban area, however, its consequences are very large in terms of structural destruction and human suffering.
Book Synopsis Seismic Design for Architects by : Andrew Charleson
Download or read book Seismic Design for Architects written by Andrew Charleson and published by Routledge. This book was released on 2008 with total page 297 pages. Available in PDF, EPUB and Kindle. Book excerpt: Seismic Design for Architects shows how structural requirements for seismic resistance can become an integral part of the design process. Structural integrity does not have to be at the expense of innovative, high standard design in seismically active zones. * By emphasizing design and discussing key concepts with accompanying visual material, architects are given the background knowledge and practical tools needed to deal with aspects of seismic design at all stages of the design process * Seismic codes from several continents are drawn upon to give a global context of seismic design * Extensively illustrated with diagrams and photographs * A non-mathematical approach focuses upon the principles and practice of seismic resistant design to enable readers to grasp the concepts and then readily apply them to their building designs Seismic Design for Architects is a comprehensive, practical reference work and text book for students of architecture, building science, architectural and civil engineering, and professional architects and structural engineers.
Book Synopsis Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations by : Bernardes, Oscar
Download or read book Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations written by Bernardes, Oscar and published by IGI Global. This book was released on 2022-01-28 with total page 657 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming is increasingly prevalent in our society and everyday lives as a form of leisure or competition. The typical aim of gaming is to gain a pleasant experience from the game. Because of the saturation of gaming in global society, the gamification concept and its operationalization in non-gaming contexts has become a growing practice. This technological novelty is the basis for an innovative change in many types of environments such as education, commerce, marketing, work, health, governance, and sustainability, among others. The service sector especially has shown widespread adoption of the method as it seeks to increase and motivate audiences and promote brands. However, little research is available on the adoption of gamification in organizations, leading to a need for literature that investigates best practices for utilization and implementation. The Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations is a comprehensive and timely reference book that explores the field of gamification for economic and social development. This book provides dynamic research from this emerging field. Covering topics such as distance learning, health behaviors, and workplace training, this book is a valuable reference for researchers, marketing managers, students, managers, executives, software developers, IT specialists, technology developers, faculty of P-12 and higher education, teachers, professors, government officials, and academicians.
Book Synopsis Handbook of Computer Animation by : John Vince
Download or read book Handbook of Computer Animation written by John Vince and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 263 pages. Available in PDF, EPUB and Kindle. Book excerpt: Written by specialists in teaching computer animation, this text addresses key international topics of computer animation, such as: mathematics, modelling, rendering, and compositing. Each chapter discusses a particular topic and how it is applied, including state-of-the-art techniques that are used in computer animation. The handbook provides a complete and up-to-date picture of computer animation and will be a valuable reference source for programmers, technical directors and animators in computer animation, computer games and special effects and also undergraduate and postgraduate students. The editor, John Vince, has written and edited over 20 books on computer graphics, computer animation and virtual reality.
Book Synopsis The Game Production Handbook by : Heather Maxwell Chandler
Download or read book The Game Production Handbook written by Heather Maxwell Chandler and published by Jones & Bartlett Publishers. This book was released on 2009 with total page 510 pages. Available in PDF, EPUB and Kindle. Book excerpt: This handbook focuses on the major production issues of game development, including managing tasks and schedules, organizing and motivating a team, creating an efficient art program and engineering the design production pipeline. This second edition also includes interviews with industry experts.