The Wave Game

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Publisher :
ISBN 13 : 9780959699005
Total Pages : 95 pages
Book Rating : 4.6/5 (99 download)

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Book Synopsis The Wave Game by : Phil Jarratt

Download or read book The Wave Game written by Phil Jarratt and published by . This book was released on 1977 with total page 95 pages. Available in PDF, EPUB and Kindle. Book excerpt:

The Reality Game

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Publisher : PublicAffairs
ISBN 13 : 1541768248
Total Pages : 221 pages
Book Rating : 4.5/5 (417 download)

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Book Synopsis The Reality Game by : Samuel Woolley

Download or read book The Reality Game written by Samuel Woolley and published by PublicAffairs. This book was released on 2020-01-07 with total page 221 pages. Available in PDF, EPUB and Kindle. Book excerpt: Fake news posts and Twitter trolls were just the beginning. What will happen when misinformation moves from our social media feeds into our everyday lives? Online disinformation stormed our political process in 2016 and has only worsened since. Yet as Samuel Woolley shows in this urgent book, it may pale in comparison to what's to come: humanlike automated voice systems, machine learning, "deepfake" AI-edited videos and images, interactive memes, virtual reality, and more. These technologies have the power not just to manipulate our politics, but to make us doubt our eyes and ears and even feelings. Deeply researched and compellingly written, The Reality Game describes the profound impact these technologies will have on our lives. Each new invention built without regard for its consequences edges us further into this digital dystopia. Yet Woolley does not despair. Instead, he argues pointedly for a new culture of innovation, one built around accountability and especially transparency. With social media dragging us into a never-ending culture war, we must learn to stop fighting and instead prevent future manipulation. This book shows how we can use our new tools not to control people but to empower them.

The Wave

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Publisher : Lulu.com
ISBN 13 : 1678032689
Total Pages : 96 pages
Book Rating : 4.6/5 (78 download)

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Book Synopsis The Wave by : Gwendolyn Cahill

Download or read book The Wave written by Gwendolyn Cahill and published by Lulu.com. This book was released on 2020-03-22 with total page 96 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Wave, a collection of short stories featuring mystery, comedy, love and fantasy begins with a comical romp on Monument Avenue. The excitement surrounding The Diamond, an enchanted valley in Peru and the haunting operatic sounds in the Bagel Hunters will capture your heart and leave you craving for more. You will fall in love with Detective Swoop, a smart and savvy investigator who always shows the criminals who the boss is. He will mesmerize and amaze you in Swoop Scoops the Land.

Football's New Wave

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Publisher : North Star Editions, Inc.
ISBN 13 : 1634940911
Total Pages : 112 pages
Book Rating : 4.6/5 (349 download)

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Book Synopsis Football's New Wave by : Will Graves

Download or read book Football's New Wave written by Will Graves and published by North Star Editions, Inc.. This book was released on 2019-09-01 with total page 112 pages. Available in PDF, EPUB and Kindle. Book excerpt: Football’s New Wave gives readers a front-row seat to this transition from one generation to the next, with pages full of information about these players, where they came from, and what makes them stand out.

Sams Teach Yourself Game Programming in 24 Hours

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Publisher : Sams Publishing
ISBN 13 : 9780672324611
Total Pages : 510 pages
Book Rating : 4.3/5 (246 download)

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Book Synopsis Sams Teach Yourself Game Programming in 24 Hours by : Michael Morrison

Download or read book Sams Teach Yourself Game Programming in 24 Hours written by Michael Morrison and published by Sams Publishing. This book was released on 2003 with total page 510 pages. Available in PDF, EPUB and Kindle. Book excerpt: A gentle introduction to game programming on the Windows platform for the complete beginner.

Playing the Waves

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Publisher : Amsterdam University Press
ISBN 13 : 9053569790
Total Pages : 256 pages
Book Rating : 4.0/5 (535 download)

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Book Synopsis Playing the Waves by : Jan Simons

Download or read book Playing the Waves written by Jan Simons and published by Amsterdam University Press. This book was released on 2007 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: Dogma 95, the avant-garde filmmaking movement founded by the Danish director Lars von Trier and three of his fellow directors, was launched in 1995 at an elite cinema conference in Paris—when von Trier was called upon to speak about the future of film but instead showered the audience with pamphlets announcing the new movement and its manifesto. A refreshingly original critical commentary on the director and his practice, Playing the Waves is a paramount addition to one of new media’s most provocative genres: games and gaming. Playing the Waves cleverly puns on the title of one of von Trier’s most famous features and argues that Dogma 95, like much of the director’s low-budget realist productions, is a game that takes cinema beyond the traditional confines of film aesthetics and dramatic rules. Simons articulates the ways in which von Trier redefines the practice of filmmaking as a rule-bound activity, and stipulates the forms and structures of games von Trier brings to bear on his films, as well as the sobering lessons he draws from economic and evolutionary game theory. Much like the director’s films, this fascinating volume takes the traditional point of view of film theory and film aesthetics to the next level and demonstrates we have much to learn from the perspective of game studies and game theory.

The Wave

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Publisher : Ember
ISBN 13 : 030797913X
Total Pages : 144 pages
Book Rating : 4.3/5 (79 download)

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Book Synopsis The Wave by : Todd Strasser

Download or read book The Wave written by Todd Strasser and published by Ember. This book was released on 2013-01-08 with total page 144 pages. Available in PDF, EPUB and Kindle. Book excerpt: This novel dramatizes an incident that took place in a California school in 1969. A teacher creates an experimental movement in his class to help students understand how people could have followed Hitler. The results are astounding. The highly disciplined group, modeled on the principles of the Hilter Youth, has its own salute, chants, and special ways of acting as a unit and sweeps beyond the class and throughout the school, evolving into a society willing to give up freedom for regimentation and blind obedience to their leader. All will learn a lesson that will never be forgotten.

Beginning Mobile Phone Game Programming

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Publisher : Pearson Education
ISBN 13 : 0132714922
Total Pages : 781 pages
Book Rating : 4.1/5 (327 download)

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Book Synopsis Beginning Mobile Phone Game Programming by : Michael Morrison

Download or read book Beginning Mobile Phone Game Programming written by Michael Morrison and published by Pearson Education. This book was released on 2004-11-22 with total page 781 pages. Available in PDF, EPUB and Kindle. Book excerpt: Build several fully functional games as well as a game engine to use for programming cell phone and mobile games with Beginning Mobile Phone Game Programming! The included CD provides the tool, code and graphics necessary to complete all exercises covered in the chapters. Beginning Cell Phone Game Programming demystifies wireless game programming by providing clear, practical lessons using the J2ME Game API. You will learn how to use the most popular mobile programming language, Java, to build compact games that can run on any Java-enabled device, including mobile phones, pagers and handheld computers. You will also learn to add a splash screen, create a demo mode, keep track of high scores, and test, debug, and deploy your games. Topics covered include: How to construct a game engine to drive mobile games. How to use Java 2 Micro Edition (J2ME) and the Java Game API to get the most performance out of your mobile games. How to implement sprite animation and control interactions among moving sprites. How to play sound effects and music in mobile games. How to take advantage of wireless networks to build mobile multiplayer games. How to design and develop a variety of different games spanning several video games genres.

Gaming the World

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Publisher : Princeton University Press
ISBN 13 : 0691162034
Total Pages : 361 pages
Book Rating : 4.6/5 (911 download)

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Book Synopsis Gaming the World by : Andrei S. Markovits

Download or read book Gaming the World written by Andrei S. Markovits and published by Princeton University Press. This book was released on 2013-12 with total page 361 pages. Available in PDF, EPUB and Kindle. Book excerpt: The globalizing influence of professional sports Professional sports today have truly become a global force, a common language that anyone, regardless of their nationality, can understand. Yet sports also remain distinctly local, with regional teams and the fiercely loyal local fans that follow them. This book examines the twenty-first-century phenomenon of global sports, in which professional teams and their players have become agents of globalization while at the same time fostering deep-seated and antagonistic local allegiances and spawning new forms of cultural conflict and prejudice. Andrei Markovits and Lars Rensmann take readers into the exciting global sports scene, showing how soccer, football, baseball, basketball, and hockey have given rise to a collective identity among millions of predominantly male fans in the United States, Europe, and around the rest of the world. They trace how these global—and globalizing—sports emerged from local pastimes in America, Britain, and Canada over the course of the twentieth century, and how regionalism continues to exert its divisive influence in new and potentially explosive ways. Markovits and Rensmann explore the complex interplay between the global and the local in sports today, demonstrating how sports have opened new avenues for dialogue and shared interest internationally even as they reinforce old antagonisms and create new ones. Gaming the World reveals the pervasive influence of sports on our daily lives, making all of us citizens of an increasingly cosmopolitan world while affirming our local, regional, and national identities.

Video Game Audio

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Publisher : McFarland
ISBN 13 : 1476674353
Total Pages : 256 pages
Book Rating : 4.4/5 (766 download)

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Book Synopsis Video Game Audio by : Christopher Hopkins

Download or read book Video Game Audio written by Christopher Hopkins and published by McFarland. This book was released on 2022-08-17 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the one-bit beeps of Pong to the 3D audio of PlayStation 5, this book examines historical trends in video game sound and music. A range of game systems sold in North America, Europe and Japan are evaluated by their audio capabilities and industry competition. Technical fine points are explored, including synthesized v. sampled sound, pre-recorded v. dynamic audio, backward compatibility, discrete and multifunctional soundchips, storage media, audio programming documentation, and analog v. digital outputs. A timeline chronicles significant developments in video game sound for PC, NES, Dreamcast, Xbox, Wii, Game Boy, PSP, iOS and Android devices and many others.

No Props No Problem

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Publisher : Playmeo Pty Limited
ISBN 13 : 9780992546427
Total Pages : 274 pages
Book Rating : 4.5/5 (464 download)

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Book Synopsis No Props No Problem by : Mark Collard

Download or read book No Props No Problem written by Mark Collard and published by Playmeo Pty Limited. This book was released on 2018-11 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: If you're passionate about using interactive group games to help people interact, share and connect - and have no equipment whatsoever - this book is for you.Interactive group games and activities are one of the most powerful (and attractive) ways to help people connect. And research clearly shows that the most successful programs in the world are those which intentionally build trusting and healthy relationships.In this entertaining and simple how-to guide, Mark Collard distils 30+ years of experience to help you harness the power of group games to have fun and leave your group feeling engaged, valued and meaningfully connected to one another. All without props.This book will help you:Learn 150+ interactive group games & activities that people love, are universally appealing & require no props to play;Know the difference between an 'ice-breaker' and an 'ice-maker;'Understand why the latest research demands that we help our groups connect first before we deliver our content;Use five powerful tools to engage unwilling participants, create productive teams & exceed your group's expectations; andApply a simple four-step program design model that is guaranteed to invite your group to play, interact, trust & learn.Exclusive BonusesTo help you make all of this super-easy, No Props No Problem comes with four unique, value-added resources:QR code for every activity to access online video tutorials, leadership tips, variations & so much more;30-Days Free access to playmeo's ever-expanding activity database (premium subscribers already have immediate access);Free Group Games App to access everything in the palm of your hand; andForty Ready-to-Play Program Templates for 12 to 100+ people.This book makes no props, no problem, and will help you squeeze more than just fun out of your programs.Grab your copy of No Props No Problem today.Written by Mark Collard, 2018 (272 pages)

Hitler's Wave-Breaking Concept

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Publisher : Casemate Publishers
ISBN 13 : 1612001610
Total Pages : 287 pages
Book Rating : 4.6/5 (12 download)

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Book Synopsis Hitler's Wave-Breaking Concept by : Henrik O. Lunde

Download or read book Hitler's Wave-Breaking Concept written by Henrik O. Lunde and published by Casemate Publishers. This book was released on 2013 with total page 287 pages. Available in PDF, EPUB and Kindle. Book excerpt: Among the many controversies of World War II, prominent is the debate over Germany's strategy in the north of the Soviet Union, as the tide of war turned, and gigantic Russian armies began to close in on Berlin. In this long-awaited work, Henrik Lunde--former U.S. Special Forces officer and author of renowned previous works on the campaigns in Norway and Finland--turns his sights to the withdrawal of Army Group North. Providing cool-headed analysis to the problem, the author first acknowledges that Hitler--often accused of holding onto ground for the sake of it--had valid reasons in this instance to maintain control of the Baltic coast. Without it, his supply of iron ore from Sweden would have been cut off, German naval (U-boat) bases would have been compromised, and an entire simpatico area of Europe--including East Prussia--would have been forsaken. On the other hand, Germany's maintaining control of the Baltic would have meant convenient supply for forces on the coast--or evacuation if necessary--and perhaps most important, remaining German defensive pockets behind the Soviets' main drive to Europe would tie down disproportionate offensive forces. Stalwart German forces remaining on the coast and on their flank could break the Soviet tidal wave. However, unlike during today's military planning, the German high command, in a situation that changed by the month, had to make quick decisions and gamble, with the fate of hundreds of thousands of troops and the entire nation at stake on quickly decided throws of their dice. As Henrik Lunde carefully details in this work, Hitler guessed wrong. By leaving four entire battle-hardened armies in isolation along the Baltic, the Soviets pulling up to the Oder River encountered weaker opposition than they had a right to expect. Having economic (or aid) resources of their own, they cared little for Hitler's own supply line and instead simply lunged at his center of power: Berlin. Once that was taken the remaining German pockets could be wiped out. The Germans deprived themselves of many of their strongest forces when they most needed them, and the climactic battle for their capital took place. In this book, both combats and strategy are described in the final stages of the fighting in the Northern Theater, with Lunde's even-handed analysis of the campaign a reward to every student of World War II. REVIEWS "... tackles "five exceedingly complicated and interrelated subjects to examine and understand Hitler's decision to defend the Baltic States at all costs." They are: military strategy; Hitler's strategic thinking; changing conditions affecting opposing forces; Hitler's fascination with Scandinavia and the Baltic Region; and the validity of Hitler's stated reasons for refusing to withdraw from the Baltic. In his short concluding chapter, Lunde addresses and debunks the validity of the reasons put forth by Hitler for his unshakeable attachment to the defense of the Baltic Region and Scandinavia." Henry Gole, author of Soldiering, The Road to Rainbow, and co-author of Exposing the Third Reich: Colonel Truman Smith in Hitler's Germany "...a detailed examination of one of the worst of Hitler's many bad decisions in the later years of the Second World War, and a valuable addition to the literature on the fighting on the Eastern Front." History of War "In Hitler's Wave-Breaker Concept, historian and former US Special Forces officer Henrik Lunde undertakes a sober, much-needed corrective evaluation of Hitler's military decisions, with a stress on the defensive actions of Army Group North after the attempt to defeat the Soviet Union had disintegrated."--Michigan War Studies Review The lessons for political masters and military commanders in this book are numerous and they speak to the challenges of juggling operational and strategic balls concurrently. Lunde has written a very telling book about a region and a campaign that did not adjust to the changing strategic and operational realities on the ground. Casemate has published a high quality book and I would strongly recommend it for those interested in further appreciating the multi-faceted approach required in the interaction between international relations and military operations. War History Online

Building XNA 2.0 Games

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Publisher : Apress
ISBN 13 : 1430209801
Total Pages : 453 pages
Book Rating : 4.4/5 (32 download)

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Book Synopsis Building XNA 2.0 Games by : John Sedlak

Download or read book Building XNA 2.0 Games written by John Sedlak and published by Apress. This book was released on 2008-10-21 with total page 453 pages. Available in PDF, EPUB and Kindle. Book excerpt: Building XNA 2.0 Games: A Practical Guide for Independent Game Development is written by James Silva, who recently won the prestigious Microsoft Dream Build Play game competition with his award–winning game, The Dishwasher: Dead Samurai. Building XNA 2.0 Games: A Practical Guide for Independent Game Development is an in–depth and exclusive look into the entire XNA game development process and includes the creation of a software game masterpiece. James Silva guides you through the process he took to build his award–winning title, from concept to reality. He reveals tips and techniques for creating a polished, high–quality game with very few resources, while bridging the gap between coding and art. This title shows software developers the following: The creation of a polished game from start to finish Design philosophies Next–gen 2D graphics, including shaders Techniques for fast, fluid game play XACT Audio and XInput Eye–catching particle effects for visual stimulation The book is packed full of code, pictures, and valuable insights into XNA game development.

Advanced 3D Game Programming with DirectX 10.0

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Publisher : Jones & Bartlett Publishers
ISBN 13 : 1449612768
Total Pages : 553 pages
Book Rating : 4.4/5 (496 download)

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Book Synopsis Advanced 3D Game Programming with DirectX 10.0 by : Peter Walsh

Download or read book Advanced 3D Game Programming with DirectX 10.0 written by Peter Walsh and published by Jones & Bartlett Publishers. This book was released on 2010-11-30 with total page 553 pages. Available in PDF, EPUB and Kindle. Book excerpt: Advanced 3D Game Programming with DirectX 10.0 provides a guide to developing cutting-edge games using DirectX 10.0. Important Notice: The digital edition of this book is missing some of the images or content found in the physical edition.

Game Audio Fundamentals

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Publisher : CRC Press
ISBN 13 : 1000899322
Total Pages : 283 pages
Book Rating : 4.0/5 (8 download)

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Book Synopsis Game Audio Fundamentals by : Keith Zizza

Download or read book Game Audio Fundamentals written by Keith Zizza and published by CRC Press. This book was released on 2023-07-03 with total page 283 pages. Available in PDF, EPUB and Kindle. Book excerpt: - Uniquely accessible guide to game audio, requiring no pre-existing knowledge from the reader, making it suitable for readers from a range of background, including game design, music technology and production, composition and audio engineering - Accompanied by online DAW exercises using Reaper, a free-to-use DAW software - Our first beginners guide to game audio, contributing to our growing collection of titles in this growing field

Motion in Games

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Publisher : Springer
ISBN 13 : 364234710X
Total Pages : 394 pages
Book Rating : 4.6/5 (423 download)

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Book Synopsis Motion in Games by : Marcelo Kallmann

Download or read book Motion in Games written by Marcelo Kallmann and published by Springer. This book was released on 2012-11-10 with total page 394 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 5th International Workshop on Motion in Games, held in Rennes, France, in November 2012. The 23 revised full papers presented together with 9 posters and 5 extended abstracts were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on planning, interaction, physics, perception, behavior, virtual humans, locomotion, and motion capture.

Microsoft XNA Game Studio 3.0 Unleashed

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Publisher : Pearson Education
ISBN 13 : 0768688485
Total Pages : 903 pages
Book Rating : 4.7/5 (686 download)

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Book Synopsis Microsoft XNA Game Studio 3.0 Unleashed by : Chad Carter

Download or read book Microsoft XNA Game Studio 3.0 Unleashed written by Chad Carter and published by Pearson Education. This book was released on 2009-02-25 with total page 903 pages. Available in PDF, EPUB and Kindle. Book excerpt: Using XNA Game Studio 3.0, any programmer can master the art of game development and begin selling games to millions of Xbox 360 users worldwide. Now, there’s a practical, comprehensive guide to game development with Microsoft’s powerful new XNA Game Studio 3.0 and the entire XNA Framework. In Microsoft® XNA® Game Studio 3.0 Unleashed, XNA expert Chad Carter covers the entire XNA platform, presents extensive sample code, and explains that code line by line. Carter walks you through the entire process of game development, including installing XNA, creating objects, handling input, managing and extending the content pipeline, optimizing game performance, and creating both 3D and 2D games. Carter presents sophisticated coverage of using XNA’s high level shader language; creating physical effects; and endowing characters with realistic artificial intelligence. A case study section walks through the entire process of planning and coding a game, improving it, and putting on the finishing touches that make it marketable. This edition contains nine new chapters, including all-new sections on creating networked games, programming games for the Zune handheld, and preparing and submitting games to Xbox LIVE, where accepted titles will reach gamers worldwide. Plan your games to deliver solid performance on the platforms you’ve targeted Understand essential XNA Framework concepts, including object creation, cameras, input handling, libraries, game services, and managing and extending the content pipeline Create a 2D game that will run across 3 platforms (Windows, Xbox 360, and Zune) with a single code base Create a Visualizer media player for the Microsoft Zune Use the High Level Shader Language (HLSL) to communicate directly with graphics hardware Bring realistic physics to your game action and realistic artificial intelligence to your characters Create sophisticated 3D effects that use advanced texturing and a particle system Build networked games, including multiplayer demos, turn-based games, and real-time network games Create 4 full games–2D parallax side scroller, 3D shooter, multiplayer turn-based 2D card game, and a multiplayer real-time 3D game Discover best practices for creating Xbox LIVE Community Games Sell your finished game on Xbox LIVE Marketplace CD-ROM includes: All C# examples and source code presented in this book.