Game Engine Black Book: DOOM

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Author :
Publisher : Software Wizards
ISBN 13 :
Total Pages : 432 pages
Book Rating : 4./5 ( download)

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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.

Masters of Doom

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Author :
Publisher : Random House
ISBN 13 : 1588362892
Total Pages : 394 pages
Book Rating : 4.5/5 (883 download)

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Book Synopsis Masters of Doom by : David Kushner

Download or read book Masters of Doom written by David Kushner and published by Random House. This book was released on 2003-04-24 with total page 394 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

Michael Abrash's Graphics Programming Black Book

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Author :
Publisher : Coriolis Group Books
ISBN 13 : 9781576101742
Total Pages : 0 pages
Book Rating : 4.1/5 (17 download)

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Book Synopsis Michael Abrash's Graphics Programming Black Book by : Michael Abrash

Download or read book Michael Abrash's Graphics Programming Black Book written by Michael Abrash and published by Coriolis Group Books. This book was released on 1997 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Microsoft Expression Blend 4 Unleashed

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Publisher : Pearson Education
ISBN 13 : 0132678489
Total Pages : 612 pages
Book Rating : 4.1/5 (326 download)

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Book Synopsis Microsoft Expression Blend 4 Unleashed by : Brennon Williams

Download or read book Microsoft Expression Blend 4 Unleashed written by Brennon Williams and published by Pearson Education. This book was released on 2011-04-08 with total page 612 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book has one primary goal: to get you working in Expression Blend 4 effectively using the features and functionality of the tool. This book is not about XAML, not about code nor explicit work flows. It is about simply dragging, dropping, drawing, and defining the experience and vision for a user interface and rich interactive experience. You will learn how to work with the core features of Blend, edit Styles and Templates, and more importantly, understand what they all mean. You will also work in detail with Parts, States, and Behaviors to understand how collectively they can provide your solutions advanced functionality without the need for code or hand-cranked XAML. Animations and Storyboards will allow you to bring life to your vision, as will working with data efficiently and learning how to create and manage Resources. In short, this book will give you the answers to many questions asked in forums by new and experienced users alike. Microsoft Expression Blend 4 Unleashed is a stunning, full-color resource with hundreds of screenshots and informative figure references. It has also been authored sequentially, to enable you to build your knowledge step-by-step and gain confidence through repartition and fearlessness in discovery. Detailed information on how to… Create, edit, and work effectively with Styles and Templates Master Parts, States, and Behaviors to enable XAML and code free functionality Use Blend’s Animation and Storyboard workflows to bring life to your solutions Create and manage Resource Dictionaries, Skins, and Themes Create sample and live data Implement effective XML, CLR Data binding, and Control Template binding using Expression Blends advanced data support tools Use Blend as part of your designer/developer workflow to create rapid prototypes with SketchFlow Use design resources to start creating solutions for Windows Phone 7 Work with WPF, Silverlight, and Silverlight for Windows Phone 7 platforms

Slam Book

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Author :
Publisher : Open Road Media
ISBN 13 : 1453298037
Total Pages : 180 pages
Book Rating : 4.4/5 (532 download)

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Book Synopsis Slam Book by : Ann M. Martin

Download or read book Slam Book written by Ann M. Martin and published by Open Road Media. This book was released on 2014-04-22 with total page 180 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Game Engine Architecture

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Author :
Publisher : CRC Press
ISBN 13 : 135160564X
Total Pages : 1042 pages
Book Rating : 4.3/5 (516 download)

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Book Synopsis Game Engine Architecture by : Jason Gregory

Download or read book Game Engine Architecture written by Jason Gregory and published by CRC Press. This book was released on 2017-03-27 with total page 1042 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Game Over

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Author :
Publisher : Vintage
ISBN 13 : 0307800741
Total Pages : 288 pages
Book Rating : 4.3/5 (78 download)

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Book Synopsis Game Over by : David Sheff

Download or read book Game Over written by David Sheff and published by Vintage. This book was released on 2011-11-02 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: More American children recognize Super Mario, the hero of one of Nintendo’s video games, than Mickey Mouse. The Japanese company has come to earn more money than the big three computer giants or all Hollywood movie studios combined. Now Sheff tells of the Nintendo invasion–a tale of innovation and cutthroat tactics.

The Little Book of Naughty Games

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Author :
Publisher : Summersdale
ISBN 13 : 9781849536417
Total Pages : 0 pages
Book Rating : 4.5/5 (364 download)

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Book Synopsis The Little Book of Naughty Games by : Sadie Cayman

Download or read book The Little Book of Naughty Games written by Sadie Cayman and published by Summersdale. This book was released on 2014-10-09 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

The Executive Game and the Finance Game

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Publisher :
ISBN 13 :
Total Pages : pages
Book Rating : 4.:/5 (5 download)

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Book Synopsis The Executive Game and the Finance Game by : Richard C. Henshaw

Download or read book The Executive Game and the Finance Game written by Richard C. Henshaw and published by . This book was released on 1972 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Where's Jim Now?

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Author :
Publisher :
ISBN 13 :
Total Pages : 200 pages
Book Rating : 4.0/5 ( download)

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Book Synopsis Where's Jim Now? by : Bianca Bradbury

Download or read book Where's Jim Now? written by Bianca Bradbury and published by . This book was released on 1978 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: When Dave's half-brother joins the family after spending time in a rehabilitation institute, he seems unable to stay out of trouble.

Blood, Sweat, and Pixels

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Publisher : HarperCollins
ISBN 13 : 0062651242
Total Pages : 304 pages
Book Rating : 4.0/5 (626 download)

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Book Synopsis Blood, Sweat, and Pixels by : Jason Schreier

Download or read book Blood, Sweat, and Pixels written by Jason Schreier and published by HarperCollins. This book was released on 2017-09-05 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: NATIONAL BESTSELLER “The stories in this book make for a fascinating and remarkably complete pantheon of just about every common despair and every joy related to game development.” — Rami Ismail, cofounder of Vlambeer and developer of Nuclear Throne Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous. Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.

Game Engine Architecture, Third Edition

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Author :
Publisher : CRC Press
ISBN 13 : 1351974289
Total Pages : 1240 pages
Book Rating : 4.3/5 (519 download)

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Book Synopsis Game Engine Architecture, Third Edition by : Jason Gregory

Download or read book Game Engine Architecture, Third Edition written by Jason Gregory and published by CRC Press. This book was released on 2018-07-20 with total page 1240 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.

Unity in Action

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Publisher : Simon and Schuster
ISBN 13 : 1638356211
Total Pages : 586 pages
Book Rating : 4.6/5 (383 download)

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Book Synopsis Unity in Action by : Joseph Hocking

Download or read book Unity in Action written by Joseph Hocking and published by Simon and Schuster. This book was released on 2018-03-27 with total page 586 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

The Complete Guide to Conquering Video Games

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Author :
Publisher : Scribner Paper Fiction
ISBN 13 : 9780020299707
Total Pages : 407 pages
Book Rating : 4.2/5 (997 download)

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Book Synopsis The Complete Guide to Conquering Video Games by : Jeff Rovin

Download or read book The Complete Guide to Conquering Video Games written by Jeff Rovin and published by Scribner Paper Fiction. This book was released on 1982 with total page 407 pages. Available in PDF, EPUB and Kindle. Book excerpt: Describes and rates the quality of video games and recommends playing strategies for home and arcade games, including Pac-Man, Space Invaders, Asteroids, Grand Prix, and Panzer Attack

Book 6

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Publisher :
ISBN 13 : 9781906508524
Total Pages : 0 pages
Book Rating : 4.5/5 (85 download)

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Book Synopsis Book 6 by : Gareth Hanrahan

Download or read book Book 6 written by Gareth Hanrahan and published by . This book was released on 2009-07 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Covering Rogues and Drifters, this career expanding book details the shadier characters of Traveller. Whether you are looking to play a charming but cocky smuggler, or absolute scum, Scoundrel will provide everything you need to create a character with depth and personality. From expanded events tables to new schemes to gain credits from the wrong side of the law, this book is a vital companion for your character.

Rocket Jump

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Publisher :
ISBN 13 : 9781070183602
Total Pages : 396 pages
Book Rating : 4.1/5 (836 download)

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Book Synopsis Rocket Jump by : David L Craddock

Download or read book Rocket Jump written by David L Craddock and published by . This book was released on 2019-11-08 with total page 396 pages. Available in PDF, EPUB and Kindle. Book excerpt: In 1992, Wolfenstein 3D ushered gamers into the ultra-fast, ultra-bloody third world of first-person gaming. One year later, Doom opened a portal to hell that flooded university and office networks with rocket launchers and cyberdemons. Then came Quake, a CD-ROM packed with slick 3D graphics and online-ready gameplay that shook the games industry to its core.For some of the designers at id Software, Quake marked the end of an era. Others were just getting warmed up. Rocket Jump: Quake and the Golden Age of First-Person Shooters explores the making of id Software's seminal trilogy, uncovers the internal culture that simultaneously shaped and fractured id Software, and reveals the indelible mark Quake left on game designers, computing technology, and popular culture.●Follow id Software designers John Carmack, John Romero, American McGee, Jennell Jaquays, Tim Willits, and more as Quake evolves from a medieval fantasy to the granddaddy of competitive shooters●Learn about the making of other influential first-person shooters (FPS) games including Duke Nukem 3D, Star Wars: Dark Forces, and Team Fortress●Sit in on the private meetings that decided the fate of legendary game designers

The Making of Doom 3

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Author :
Publisher : McGraw-Hill/Osborne Media
ISBN 13 :
Total Pages : 212 pages
Book Rating : 4.F/5 ( download)

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Book Synopsis The Making of Doom 3 by : Steve L. Kent

Download or read book The Making of Doom 3 written by Steve L. Kent and published by McGraw-Hill/Osborne Media. This book was released on 2004 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: This title is designed to appeal to Doom fanatics. It goes beyond the strategy guides and the magazines to bring fans an in-depth inside look at the creators, the art and music, the design, and the history of Doom.