Beginning C++ Through Game Programming


Michael Dawson - 2004
    If you aspire to move from game player to game creator, it all starts with learning the fundamentals of C++ and game-programming basics. With BEGINNING C++ THROUGH GAME PROGRAMMING, FOURTH EDITION, you will find an up-to-date and thorough introduction to everything you need to get started—with no previous programming experience required. In the new fourth edition of this popular guide to learning C++, you will work with a complete program while learning each new concept and a game program at the end of each chapter. A final game project at the end of the book draws together everything you’ve learned. Written with the beginning programmer in mind, BEGINNING C++ THROUGH GAME PROGRAMMING, FOURTH EDITION is a great way to get started in game programming

Game Engine Architecture


Jason Gregory - 2009
    The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.

The Complete Idiot's Guide to Zen Living


Gary R. McClain - 2000
    Explains what Zen is and how it came to America, how to practice Zen and incorporate it into daily living, and the Zen approach to the world.

Cirque Du Soleil: The Spark: Igniting the Creative Fire That Lives Within Us All


John U. Bacon - 2006
    For over two decades, Cirque du Soleil has been a world-renowned laboratory of creativity, enthralling audiences around the world by fusing dazzling acrobatics, staging and choreography, and music, along with beautiful costumes and technical effects to inspire and create magical, almost otherworldly theatrical experiences. In "The Spark," Cirque's former president of creative content, Lyn Heward, invites readers inside the world and ideas of Cirque du Soleil through the story of an ordinary man searching for meaning in his work and life. Like so many other people in their careers, sports agent Frank Castle has lost the passion he once had for his job. But a chance encounter with an inspiring Cirque du Soleil director takes him inside Cirque du Soleil to meet the artists, directors, designers, and technicians who create, shape, and perform in their acclaimed shows. As the story unfolds, the artists reveal surprising secrets about the sparks that ignite their creativity -- from the pressure of deadlines and the exhilaration that comes from risking it all, to the chance encounters and everyday occurrences that have changed the way they live and work. As Frank comes to discover, every one of us is creative -- wherever we work or whatever our job title is -- but it's up to us to tap into that powerful force. As "The Spark" makes clear, there is no single formula for creative success-each of us must unlock the power of our imagination in our own way. An inspiring tale that draws on behind-the-scenes stories from the most creative people in entertainment as well as some out-of-this-world Cirque du Soleil magic, "The Spark" is an unparalleled guide on how to make creativity a part of everything you do. Lyn Heward is the former President and COO of Cirque du Soleil's Creative Content Division and is currently acting as executive producer for a variety of special projects. John U. Bacon, a veteran journalist and public speaker, has won numerous national writing awards and is the author of three books.

The Play of Words


Richard Lederer - 1991
    Learn the origins of popular phrases in the English language through this exciting book of games perfect for language lovers.Do you know the connection between the expression A HARROWING EXPERIENCE and agriculture, between BY AND LARGE and sailing, between GET YOUR GOAT and horses, or between STEAL YOUR THUNDER and show business? You probably have heard the comparisons HAPPY AS A CLAM, SMART AS A WHIP, PLEASED AS PUNCH, DEAD AS A DOORNAIL—but have you ever wondered why a clam should be happy, a whip smart, punch pleased, and a doornail dead? Through the fifty games included in The Play of Words you'll discover the answers to these questions as well as hundreds of other semantic delights that repose in our marvelous English language.

How We Got Here: A Slightly Irreverent History of Technology and Markets


Andy Kessler - 2005
    These stories cut (by an unscrupulous editor) from the original manuscript were intended as a primer on the ways in which new technologies develop from unprofitable curiosities to essential investments. Indeed, How We Got Here is the book Kessler wishes someone had handed him on his first day as a freshman engineering student at Cornell or on the day he started on Wall Street. This book connects the dots through history to how we got to where we are today.

Agile Game Development with Scrum


Clinton Keith - 2010
    It's no wonder so many development studios are struggling to survive. Fortunately, there is a solution. Scrum and Agile methods are already revolutionizing development outside the game industry. Now, long-time game developer Clinton Keith shows exactly how to successfully apply these methods to the unique challenges of game development. Keith has spent more than fifteen years developing games, seven of them with Scrum and agile methods. Drawing on this unparalleled expertise, he shows how teams can use Scrum to deliver games more efficiently, rapidly, and cost-effectively; craft games that offer more entertainment value; and make life more fulfilling for development teams at the same time. You'll learn to form successful agile teams that incorporate programmers, producers, artists, testers, and designers--and promote effective collaboration within and beyond those teams, throughout the entire process. From long-range planning to progress tracking and continuous integration, Keith offers dozens of tips, tricks, and solutions--all based firmly in reality and hard-won experience. Coverage includes Understanding Scrum's goals, roles, and practices in the context of game development Communicating and planning your game's vision, features, and progress Using iterative techniques to put your game into a playable state every two to four weeks-- even daily Helping all team participants succeed in their roles Restoring stability and predictability to the development process Managing ambiguous requirements in a fluid marketplace Scaling Scrum to large, geographically distributed development teams Getting started: overcoming inertia and integrating Scrum into your studio's current processes Increasingly, game developers and managers are recognizing that things can't go on the way they have in the past. Game development organizations need a far better way to work. Agile Game Development with Scrum gives them that--and brings the profitability, creativity, and fun back to game development.

The Art of the Uncharted Trilogy


Naughty Dog - 2015
    Adventure alongside Nathan Drake, as Dark Horse Books and Naughty Dog team up to bring you this breathtaking, comprehensive exploration into the Uncharted saga! Encompassing Drake's Fortune, Among Thieves, and Drake's Deception, this epic volume offers a look at hundreds of never-before-seen designs and pieces of concept art from the creation of one of the most exciting game series of this generation, along with insightful commentary from the games' creators! Don't miss out on this opportunity to own a piece of Uncharted history!

The Cambridge Companion to Wittgenstein


Hans D. Sluga - 1993
    This volume provides a comprehensible guide to his work by a wide range of experts who are actively engaged in new work on Wittgenstein. The essays, which are both expository and original, address central themes in his philosophy of mind, language, logic, and mathematics and clarify the connections among the different stages in the development of his work.

A Pattern Language: Towns, Buildings, Construction


Christopher W. Alexander - 1977
    It will enable making a design for almost any kind of building, or any part of the built environment. ‘Patterns,’ the units of this language, are answers to design problems: how high should a window sill be?; how many stories should a building have?; how much space in a neighborhood should be devoted to grass and trees?More than 250 of the patterns in this language are outlined, each consisting of a problem statement, a discussion of the problem with an illustration, and a solution. As the authors say in their introduction, many of the patterns are archetypal, so deeply rooted in the nature of things that it seems likely that they will be a part of human nature and human action as much in five hundred years as they are today.A Pattern Language is related to Alexander’s other works in the Center for Environmental Structure series: The Timeless Way of Building (introductory volume) and The Oregon Experiment.

What Video Games Have to Teach Us about Learning and Literacy


James Paul Gee - 2003
    James Paul Gee begins his new book with 'I want to talk about vide games- yes, even violent video games - and say some positive things about them'. With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities: How individuals develop a sense of identity; How one grasps meaning; How one evaluates and follows a command; How one picks a role model; How one perceives the world.

Play Matters


Miguel Sicart - 2014
    So what, then, is play? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human.We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn't derive from a particular object or activity but is a portable tool for being—not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive.Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play--instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty, the aesthetics of play through action; political play--from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well.

Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds


J.C. Herz - 1997
    In arcades, living rooms, student dorms, and (admit it) offices from Ohio to Osaka, video games have become a fixture in people's lives, marking a tectonic shift in the entertainment landscape.Now, as Hollywood and Silicon Valley rush to sell us online interactive multimedia everything, J. C. Herz brings us the first popular history and critique of the video-game phenomenon. From the Cold War computer programmers who invented the first games (when they should have been working) to the studios where the networked 3-D theme parks of the future are created, Herz brings to life the secret history of Space Invaders, Pac Man, Super Mario, Myst, Doom, and other celebrated games. She explains why different kinds of games have taken hold (and what they say about the people who play them) and what we can expect from a generation that has logged millions of hours vanquishing digital demons.Written with 64-bit energy and filled with Herz's sharp-edged insights and asides, Joystick Nation is a fascinating pop culture odyssey that's must-reading for media junkies, pop historians, and anyone who pines for their old Atari.

Acts of God: The Unnatural History of Natural Disaster in America


Ted Steinberg - 2000
    This revised edition features a new chapter analyzing the failed response to Hurricane Katrina, a disaster Steinberg warned could happen when the book first was published. Focusing on America's worst natural disasters, Steinberg argues that it is wrong to see these tragedies as random outbursts of nature's violence or expressions of divine judgment. He reveals how the decisions of business leaders and government officials have paved the way for the greater losses of life and property, especially among those least able to withstand such blows: America's poor, elderly, and minorities. Seeing nature or God as the primary culprit, Steinberg explains, has helped to hide the fact that some Americans are simply better able to protect themselves from the violence of nature than others. In the face of revelations about how the federal government mishandled the Katrina calamity, this book is a must-read before further wind and water sweep away more lives. Acts of God is a call to action that needs desperately to be heard.

The Innovator's Toolkit: 50+ Techniques for Predictable and Sustainable Organic Growth


David Silverstein - 2008
    It presents fundamental tools and concepts for innovation and includes methods and strategies for improving products and service or creating new ones. You'll master a four-step innovation methodology that takes you through problem identification, into ideal generation, to idea selection, and finally implementation. This one-of-a-kind guide presents an effective plan for achieving constant innovation for business success.