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Visual Basic Net Codemasters Library
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Book Synopsis Programming Game AI by Example by : Mat Buckland
Download or read book Programming Game AI by Example written by Mat Buckland and published by Jones & Bartlett Learning. This book was released on 2005 with total page 522 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book describes in detail many of the AI techniques used in modern computer games, explicity shows how to implement these practical techniques within the framework of several game developers with a practical foundation to game AI.
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 2006-02-20 with total page 399 pages. Available in PDF, EPUB and Kindle. Book excerpt: Microsoft's new .NET version of Visual Basic is its most radical revamping of the product since it was first released. Even if you know your way around VB6, the latest version presents special challenges. There are some new ways of doing things, some new things to do, and a new environment in which to work. With a few tips and tricks from expert Matt Tagliaferri, however, you'll be well on your way to VB.NET mastery. Visual Basic .NET Codemaster's Library offers a collection of 99 clear, concise programming examples, which show you how to use VB.NET and Visual Studio .NET to make the most of functionality available for the first time in the .NET Framework. You can begin with any topic and read only the ones that matter to you. Each topic provides a solution that you can incorporate into your own work, in areas ranging from garbage collection to database transactions, from memory management to XML Web Services. You even get coverage of mixing C# and VB.NET in the same application. Taken together, the tips in this book help you make the transition to thinking and working effectively within the object-oriented world of .NET.
Book Synopsis Postmortems from Game Developer by : Austin Grossman
Download or read book Postmortems from Game Developer written by Austin Grossman and published by Taylor & Francis. This book was released on 2013-04-02 with total page 354 pages. Available in PDF, EPUB and Kindle. Book excerpt: The popular Postmortem column in Game Developer magazine features firsthand accounts of how some of the most important and successful games of recent years have been made. This book offers the opportunity to harvest this expertise with one volume. The editor has organized the articles by theme and added previously unpublished analysis to reveal successful management techniques. Readers learn how superstars of the game industry like Peter Molyneux and Warren Spector have dealt with the development challenges such as managing complexity, software and game design issues, schedule challenges, and changing staff needs.
Download or read book C# Bible written by Jeff Ferguson and published by Wiley. This book was released on 2002-08-09 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: 100% comprehensive, the C# Bible will have even beginning programmers up and running with Microsoft's new C# language quickly and easily. But this title does not stop at just presenting the C# language - it teaches practical application development in the new .NET Framework. Starting at ground zero, readers will benefit from veteran developer Jeff Ferguson's insight into topics that include: * Background of C# * .NET concepts * Defining data with variables * Building containers with arrays * Writing expressions and statements * Object Oriented Programming with C# * Maintaining state with fields * Defining behavior with methods * Building WinForm and WebFom applications * Using C# in ASP.NET * Working with COM
Book Synopsis Excel 2007 VBA Programmer's Reference by : John Green
Download or read book Excel 2007 VBA Programmer's Reference written by John Green and published by John Wiley & Sons. This book was released on 2011-08-10 with total page 1178 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is aimed squarely at Excel users who want to harness the power of the VBA language in their Excel applications. At all times, the VBA language is presented in the context of Excel, not just as a general application programming language. The Primer has been written for those who are new to VBA programming and the Excel object model. It introduces the VBA language and the features of the language that are common to all VBA applications. It explains the relationship between collections, objects, properties, methods, and events and shows how to relate these concepts to Excel through its object model. It also shows how to use the Visual Basic Editor and its multitude of tools, including how to obtain help. The middle section of the book takes the key objects in Excel and shows, through many practical examples, how to go about working with those objects. The techniques presented have been developed through the exchange of ideas of many talented Excel VBA programmers over many years and show the best way to gain access to workbooks, worksheets, charts, ranges, and so on. The emphasis is on efficiency—that is, how to write code that is readable and easy to maintain and that runs at maximum speed. In addition, the chapters devoted to accessing external databases detail techniques for accessing data in a range of formats. The final four chapters of the book address the following advanced issues: linking Excel to the Internet, writing code for international compatibility, programming the Visual Basic Editor, and how to use the functions in the Win32 API (Windows 32-bit Application Programming Interface).
Book Synopsis Designing Virtual Worlds by : Richard A. Bartle
Download or read book Designing Virtual Worlds written by Richard A. Bartle and published by New Riders. This book was released on 2004 with total page 768 pages. Available in PDF, EPUB and Kindle. Book excerpt: This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.
Download or read book Trigger Happy written by Steven Poole and published by Arcade Publishing. This book was released on 2004 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: Examines the history and phenomenal success of video games, and argues that the popular games are on the way to becoming a legitimate art form, much in the same way movies did a century earlier.
Book Synopsis Excel 2003 VBA Programmer's Reference by : Paul T. Kimmel
Download or read book Excel 2003 VBA Programmer's Reference written by Paul T. Kimmel and published by John Wiley & Sons. This book was released on 2004-10-06 with total page 1176 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is this book about? Excel 2003 VBA Programmer's Reference is an updated and expanded version of the two previous editions now with a reference section downloadable from the Web for easy perusal. The book is aimed at Excel users who want to gain more control over their spreadsheets using VBA or who want to develop Excel applications for other users. The book starts with a primer chapter focused on bringing the readers up to speed with Excel and VBA. From there, the book expands to focus on major issues faced by advanced Excel users and developers. What does this book cover? In this book, you'll discover how to do the following: Set up applications and convert them to add-ins Package and distribute Excel applications Set up interaction with other Office applications and databases Program the VB Editor and use the Windows API Use VB6 and VB.NET with Excel Set up internationalization Advanced debugging and error handling techniques
Download or read book I Am Error written by Nathan Altice and published by MIT Press. This book was released on 2017-09-08 with total page 439 pages. Available in PDF, EPUB and Kindle. Book excerpt: The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of “My Name is Error,” a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance. Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the “translation” problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.
Download or read book Gaming Rhythms written by Tom Apperley and published by Lulu.com. This book was released on 2011-06-16 with total page 169 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Global gaming networks are heterogenous collectives of localized practices, not unified commercial products. Shifting the analysis of digital games to local specificities that build and perform the global and general, Gaming Rhythms employs ethnographic work conducted in Venezuela and Australia to account for the material experiences of actual game players. This book explores the materiality of digital play across diverse locations and argues that the dynamic relation between the everyday life of the player and the experience of digital game play can only be understood by examining play-practices in their specific situations." -- Website.
Download or read book Future Gaming written by Paolo Ruffino and published by MIT Press. This book was released on 2018-05-04 with total page 162 pages. Available in PDF, EPUB and Kindle. Book excerpt: A sophisticated critical take on contemporary game culture that reconsiders the boundaries between gamers and games. This book is not about the future of video games. It is not an attempt to predict the moods of the market, the changing profile of gamers, the benevolence or malevolence of the medium. This book is about those predictions. It is about the ways in which the past, present, and future notions of games are narrated and negotiated by a small group of producers, journalists, and gamers, and about how invested these narrators are in telling the story of tomorrow. This new title from Goldsmiths Press by Paolo Ruffino suggests the story could be told another way. Considering game culture, from the gamification of self-improvement to GamerGate's sexism and violence, Ruffino lays out an alternative, creative mode of thinking about the medium: a sophisticated critical take that blurs the distinctions among studying, playing, making, and living with video games. Offering a series of stories that provide alternative narratives of digital gaming, Ruffino aims to encourage all of us who study and play (with) games to raise ethical questions, both about our own role in shaping the objects of research, and about our involvement in the discourses we produce as gamers and scholars. For researchers and students seeking a fresh approach to game studies, and for anyone with an interest in breaking open the current locked-box discourse, Future Gaming offers a radical lens with which to view the future.
Author :Estrid Sörensen Publisher :Transcript Verlag, Roswitha Gost, Sigrid Nokel u. Dr. Karin Werner ISBN 13 :9783837639346 Total Pages :355 pages Book Rating :4.6/5 (393 download)
Book Synopsis Cultures of Computer Game Concerns by : Estrid Sörensen
Download or read book Cultures of Computer Game Concerns written by Estrid Sörensen and published by Transcript Verlag, Roswitha Gost, Sigrid Nokel u. Dr. Karin Werner. This book was released on 2017-03-18 with total page 355 pages. Available in PDF, EPUB and Kindle. Book excerpt: Biographical note: Estrid Sörensen is a Professor of Cultural Psychology and Anthropology of Knowledge at the Ruhr-University Bochum. She does research within Science & Technology Studies.
Book Synopsis Phonics from A to Z by : Wiley Blevins
Download or read book Phonics from A to Z written by Wiley Blevins and published by Scholastic Inc.. This book was released on 1998 with total page 180 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides an explanation of phonics, a method of reading instruction that focuses on the relationship between sounds and their spellings, and features over one hundred activities for the classroom, as well as sample lessons, word lists, and teaching strategies.
Book Synopsis Tomorrow's People and New Technology by : Felix Dodds
Download or read book Tomorrow's People and New Technology written by Felix Dodds and published by Routledge. This book was released on 2021-10-13 with total page 172 pages. Available in PDF, EPUB and Kindle. Book excerpt: As we witness a series of social, political, cultural, and economic changes/disruptions this book examines the Fourth Industrial Revolution and the way emerging technologies are impacting our lives and changing society. The Fourth Industrial Revolution is characterised by the emergence of new technologies that are blurring the boundaries between the physical, the digital, and the biological worlds. This book allows readers to explore how these technologies will impact peoples’ lives by 2030. It helps readers to not only better understand the use and implications of emerging technologies, but also to imagine how their individual life will be shaped by them. The book provides an opportunity to see the great potential but also the threats and challenges presented by the emerging technologies of the Fourth Industrial Revolution, posing questions for the reader to think about what future they want. Emerging technologies, such as robotics, artificial intelligence, big data and analytics, cloud computing, nanotechnology, biotechnology, the Internet of Things, fifth-generation wireless technologies (5G), and fully autonomous vehicles, among others, will have a significant impact on every aspect of our lives, as such this book looks at their potential impact in the entire spectrum of daily life, including home life, travel, education and work, health, entertainment and social life. Providing an indication of what the world might look like in 2030, this book is essential reading for students, scholars, professionals, and policymakers interested in the nexus between emerging technologies and sustainable development, politics and society, and global governance.
Book Synopsis Real-Time Rendering by : Tomas Akenine-Möller
Download or read book Real-Time Rendering written by Tomas Akenine-Möller and published by CRC Press. This book was released on 2019-01-18 with total page 1046 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009
Book Synopsis Computer Games as a Sociocultural Phenomenon by : A. Jahn-Sudmann
Download or read book Computer Games as a Sociocultural Phenomenon written by A. Jahn-Sudmann and published by Springer. This book was released on 2008-01-17 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: Internationally renowned media and literature scholars, social scientists, game designers and artists explore the cultural potential of computer games in this rich anthology, which introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture.
Book Synopsis Game Testing by : Charles P. Schultz
Download or read book Game Testing written by Charles P. Schultz and published by Mercury Learning and Information. This book was released on 2016-09-15 with total page 483 pages. Available in PDF, EPUB and Kindle. Book excerpt: An updated version of the bestselling Game Testing All In One, Second Edition, this book equips the reader with the rationale for vigorous testing of game software, how game testing and the tester fit into the game development process, practical knowledge of tools to apply to game testing, game tester roles and responsibilities, and the measurements to determine game quality and testing progress. The reader is taken step-by-step through test design and other QA methods, using real game situations. The book includes content for the latest console games and the new crop of touch, mobile, and social games that have recently emerged. A companion DVD contains the tools used for the examples in the book and additional resources such as test table templates and generic flow diagrams to get started quickly with any game test project. Each chapter includes questions and exercises, making the book suitable for classroom use as well as a personal study or reference tool. Features: * Uses a wide range of game titles and genres, including newer gaming experiences such as social networking games, games utilizing music and motion controllers, and touch games on mobile devices * Includes a new chapter on Exploratory Testing * Includes test methodology tutorials based on actual games with tools that readers can use for personal or professional development * Demonstrates methods and tools for tracking and managing game testing progress and game quality * Features a companion DVD with templates, resources, and projects from the book On the DVD: * Contains the tools used for the examples in the book as well as additional resources such as test table templates and generic flow diagrams that can be used for individual or group projects * All images from the text (including 4-color screenshots) * FIFA video from a project in the book eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected].