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Doom Clone
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Download or read book Doom Clone written by Melanie Joyce and published by Badger Publishing. This book was released on 2013-01-02 with total page 34 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ed, Carla and their Dad are heading out to the country for a camping trip. But little do they know that they are being followed. There is a wide variety of different stories in the Full Flight Heroes and Heroines series - something to suit every reader's tastes. The series has a reading age of 7.5-8 with a flexible interest age range of 8-14, so the language is accessible while the stories are well developed and interesting. Themes include: aliens on earth, evil robots, a wartime discovery, a dance competition, time travel and a life-changing accident.
Book Synopsis Game Engine Black Book: DOOM by : Fabien Sanglard
Download or read book Game Engine Black Book: DOOM written by Fabien Sanglard and published by Software Wizards. This book was released on with total page 432 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Book Synopsis The Shipyards of Doom by : Perfection Learning Corporation
Download or read book The Shipyards of Doom written by Perfection Learning Corporation and published by Perfection Learning. This book was released on 2008-10-07 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the early days of the Clone Wars, the separatists are quickly gaining the upper hand with thier incredible speed at manufacturing warships and it's up to Jedi knights Anakin Skywalker, Obi-Wan Kenobi, and feisty Padawan newcomer Ahsoka Tano to infiltrate the Banking Clan Shipyards undetected if they hope to hamper ship production.
Download or read book Halo Effect written by Glenn Yeffeth and published by BenBella Books, Inc.. This book was released on 2007-03-11 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: Halo Effect is an unauthorized collection of essays on the bestselling video game Halo. Examining the Halo phenomenon from every angle—from profiling the greatest Halo player who ever lived to providing a behind-the-scenes look at the making of the wildly popular, virtual-reality Halo movies—this guide is the ultimate companion for anyone who wants to truly understand this amazingly successful video game. With discussions on the role of religion and science in the game, this collection of essays also looks into the creation of and community reaction to the launch of the Halo series.
Book Synopsis Networking and Online Games by : Grenville Armitage
Download or read book Networking and Online Games written by Grenville Armitage and published by John Wiley & Sons. This book was released on 2006-08-04 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements. Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network. Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation) Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.
Book Synopsis Fifty Key Video Games by : Bernard Perron
Download or read book Fifty Key Video Games written by Bernard Perron and published by Taylor & Francis. This book was released on 2022-07-26 with total page 349 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.
Download or read book Webcomics written by Sean Kleefeld and published by Bloomsbury Publishing. This book was released on 2020-05-28 with total page 267 pages. Available in PDF, EPUB and Kindle. Book excerpt: **Nominated for the 2021 Eisner Award for Best Academic/Scholarly Work** The first critical guide to cover the history, form and key critical issues of the medium, Webcomics helps readers explore the diverse and increasingly popular worlds of online comics. In an accessible and easy-to-navigate format, the book covers such topics as: ·The history of webcomics and how developments in technology from the 1980s onwards presented new opportunities for comics creators and audiences ·Cultural contexts – from the new financial and business models allowed by digital media to social justice causes in contemporary webcomics ·Key texts – from early examples of the form such as Girl Genius and Penny Arcade to popular current titles such as Questionable Content and Dumbing of Age ·Important theoretical and critical approaches to studying webcomics Webcomics includes a glossary of crucial critical terms, annotated guides to further reading, and online resources and discussion questions to help students and readers develop their understanding of the genre and pursue independent study.
Book Synopsis Cloning Terror by : W. J. T. Mitchell
Download or read book Cloning Terror written by W. J. T. Mitchell and published by University of Chicago Press. This book was released on 2011 with total page 239 pages. Available in PDF, EPUB and Kindle. Book excerpt: The phrase 'War on Terror' has quietly been retired from official usage, but it persists in the American psyche, and our understanding of it is hardly complete. Exploring the role of verbal and visual images in the War on Terror, the author finds a conflict whose shaky metaphoric and imaginary conception has created its own reality.
Download or read book GameAxis Unwired written by and published by . This book was released on 2006-08 with total page 72 pages. Available in PDF, EPUB and Kindle. Book excerpt: GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.
Download or read book Video Game Bot written by Fouad Sabry and published by One Billion Knowledgeable. This book was released on 2023-07-04 with total page 239 pages. Available in PDF, EPUB and Kindle. Book excerpt: What Is Video Game Bot A bot is a sort of artificial intelligence (AI)-based expert system software that can take the place of a human player in a video game. Bots are commonly used in competitive multiplayer video games. The functionality of a bot designed for a first-person shooter (FPS) is considerably different from that of a bot designed for a massively multiplayer online role-playing game (MMORPG). Bots are employed in a wide number of video game genres for a wide variety of purposes. The first method could involve analyzing the map or even developing a fundamental plan, while the second method could be used to automate a laborious and repetitive operation such as farming. How You Will Benefit (I) Insights, and validations about the following topics: Chapter 1: Video game bot Chapter 2: Artificial intelligence in video games Chapter 3: Internet bot Chapter 4: Competitions and prizes in artificial intelligence Chapter 5: Cheating in video games Chapter 6: Multiplayer video game Chapter 7: Matchmaking (video games) Chapter 8: Massively multiplayer online role-playing game Chapter 9: First-person shooter Chapter 10: Glossary of video game terms (II) Answering the public top questions about video game bot. (III) Real world examples for the usage of video game bot in many fields. Who This Book Is For Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of video game bot. What is Artificial Intelligence Series The artificial intelligence book series provides comprehensive coverage in over 200 topics. Each ebook covers a specific Artificial Intelligence topic in depth, written by experts in the field. The series aims to give readers a thorough understanding of the concepts, techniques, history and applications of artificial intelligence. Topics covered include machine learning, deep learning, neural networks, computer vision, natural language processing, robotics, ethics and more. The ebooks are written for professionals, students, and anyone interested in learning about the latest developments in this rapidly advancing field. The artificial intelligence book series provides an in-depth yet accessible exploration, from the fundamental concepts to the state-of-the-art research. With over 200 volumes, readers gain a thorough grounding in all aspects of Artificial Intelligence. The ebooks are designed to build knowledge systematically, with later volumes building on the foundations laid by earlier ones. This comprehensive series is an indispensable resource for anyone seeking to develop expertise in artificial intelligence.
Book Synopsis The Minds Behind Shooter Games by : Patrick Hickey, Jr.
Download or read book The Minds Behind Shooter Games written by Patrick Hickey, Jr. and published by McFarland. This book was released on 2021-03-15 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: Featuring interviews with the creators of 39 popular video games--including Halo 3, Call of Duty: Modern Warfare, Medal of Honor and Metroid Prime--this book gives a behind-the-scenes look at the origins of some of the most iconic shooter games. Interviewees recount endless hours of painstaking development, the challenges of working with mega-publishers, the growth of the genre and the creative processes that produced some of the industry's biggest hits, cult classics and indie successes.
Download or read book GoldenEye 007 written by Alyse Knorr and published by Boss Fight Books. This book was released on 2022-12-01 with total page 163 pages. Available in PDF, EPUB and Kindle. Book excerpt: Bond—James Bond. In the 80s and 90s, the debonair superspy’s games failed to live up to the giddy thrills of his films. That all changed when British studio Rare unleashed GoldenEye 007 in 1997. In basements and college dorms across the world, friends bumped shoulders while shooting, knifing, exploding, and slapping each other’s digital faces in the Nintendo 64 game that would redefine the modern first-person shooter genre and become the most badass party game of its generation. But GoldenEye’s success was far from a sure thing. For years of development, GoldenEye’s team of rookie developers were shooting in the dark with no sense of what the N64 or its controller would be like, and the game’s relentless violence horrified higher-ups at squeaky clean Nintendo. As development lagged far behind the debut of the tie-in film GoldenEye, the game nearly came out an entire Bond movie too late. Through extensive interviews with GoldenEye’s creators, writer and scholar Alyse Knorr traces the story of how this unlikely licensed game reinvigorated a franchise and a genre. Learn all the stories behind how this iconic title was developed, and why GoldenEye 007 has continued to kick the living daylights out of every other Bond game since.
Book Synopsis media.faith.culture: Parents 101 by : Brett Ullman
Download or read book media.faith.culture: Parents 101 written by Brett Ullman and published by Word Alive Press. This book was released on 2011-09-19 with total page 216 pages. Available in PDF, EPUB and Kindle. Book excerpt: Growing up, we didn't have the Internet, our friends didn't cut themselves and text messaging wasn't even on the radar. Today's young people are bombarded by media of all kinds, and have instant access to any subject and any topic of their choosing. Their media-saturated lives are inescapably inundated by chat rooms, movies, instant messaging and their ipods. How do we help guide our children to live Godly lives amidst this kind of cultural climate? Brett Ullman discusses, from a parent's perspective, sensitive topics affecting today's young people including cutting, suicide, substance abuse, sex and violence. Bringing hope and an awareness to today's parents, Brett sheds light on how with increased knowledge of youth trends, adults can be more discerning in their parenting strategies and better able to anticipate the needs of their children as they navigate the often challenging waters of adolescence.
Book Synopsis What If Classic – The Complete Collection Vol. 3 by :
Download or read book What If Classic – The Complete Collection Vol. 3 written by and published by . This book was released on with total page 487 pages. Available in PDF, EPUB and Kindle. Book excerpt: Titanic tales of triumph and tragedy in the mighty Marvel tradition — with a twist! Overseen by the Watcher, the most offbeat series of all revisited major Marvel moments, asking the tantalizing question: what if? Imagine that a young Spider-Man joined the Fantastic Four! Consider the Hulk with Bruce Banner’s brain! Envision a world where the Avengers never existed — or one where they assembled in the 1950s! How about the FF with different powers? Daredevil’s secret exposed? Cap and Bucky surviving World War II? The first time Jane Foster wielded the hammer of Thor, a different Hulk or multiple Spider-People? Some of the ideas that shook Marvel’s foundations began in the realm of remote possibility! But can even Uatu believe his eyes when Jack Kirby reimagines himself and his fellow Bullpen legends as the Fantastic Four?
Download or read book What If? written by Bill Flanagan and published by Marvel Entertainment. This book was released on 2023 with total page 489 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Fantastic Four Masterworks Vol. 21 by : John Byrne
Download or read book Fantastic Four Masterworks Vol. 21 written by John Byrne and published by Marvel Entertainment. This book was released on 2019-12-11 with total page 365 pages. Available in PDF, EPUB and Kindle. Book excerpt: Collects Fantastic Four (1961) #232-240, Annual (1963) #16; Fantastic Four Roast (1982) #1. The Fantastic Four is going back to basics — and back to Byrne! The Marvel Masterworks are proud to present the debut of John Byrne in his celebrated run as FF writer/artist. Byrne’s deft balance — renewing the characters’ cores, revitalizing old foes and introducing new concepts — brought the FF a bold vitality. Marvel’s First Family returned to the lofty heights of Stan Lee and Jack Kirby! In fact, the Lee/Kirby contribution to the FF’s twentieth anniversary is one of the many treats this volume has in store. Also included are an Annual by Steve Ditko, the FF Roast and a treasure trove of bonus material! Restored from extensive scans of original artwork, this is the definitive edition of one of Marvel’s true classics!
Download or read book Graphic Novels written by Michael Pawuk and published by Bloomsbury Publishing USA. This book was released on 2017-05-30 with total page 758 pages. Available in PDF, EPUB and Kindle. Book excerpt: Covering genres from adventure and fantasy to horror, science fiction, and superheroes, this guide maps the vast terrain of graphic novels, describing and organizing titles to help librarians balance their graphic novel collections and direct patrons to read-alikes. New subgenres, new authors, new artists, and new titles appear daily in the comic book and manga world, joining thousands of existing titles—some of which are very popular and well-known to the enthusiastic readers of books in this genre. How do you determine which graphic novels to purchase, and which to recommend to teen and adult readers? This updated guide is intended to help you start, update, or maintain a graphic novel collection and advise readers about the genre. Containing mostly new information as compared to the previous edition, the book covers iconic super-hero comics and other classic and contemporary crime fighter-based comics; action and adventure comics, including prehistoric, heroic, explorer, and Far East adventure as well as Western adventure; science fiction titles that encompass space opera/fantasy, aliens, post-apocalyptic themes, and comics with storylines revolving around computers, robots, and artificial intelligence. There are also chapters dedicated to fantasy titles; horror titles, such as comics about vampires, werewolves, monsters, ghosts, and the occult; crime and mystery titles regarding detectives, police officers, junior sleuths, and true crime; comics on contemporary life, covering romance, coming-of-age stories, sports, and social and political issues; humorous titles; and various nonfiction graphic novels.