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Data Structures for Game Programmers (Premier Press Game Development) with CD-ROM by Ron Penton
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The Dream Architects: Adventures in the Video Game Industry
David Polfeldt - 2020
He shares what it's like to manage a creative process that has ballooned from a low-six-figure expense with a team of a half dozen people to a transatlantic production of five hundred employees on a single project with a production budget of over a hundred million dollars.A rare firsthand account of the golden age of game development told in vivid detail, The Dream Architects is a seminal work about the biggest entertainment medium of today.
Fundamentals of Game Design
Ernest Adams - 2006
For courses in Fundamentals of Game Design for all video game developers and designers With a focus on designing for the commercial entertainment market, this text teaches the principles and practice of game design and covers each of the major game genres individually.
Advanced Rails Recipes
Mike Clark - 2007
Fueled by significant benefits and an impressive portfolio of real-world applications already in production, Rails is destined to continue making significant inroads in coming years.Each new Rails application showing up on the web adds yet more to the collective wisdom of the Rails development community. Yesterday's best practices yield to today's latest and greatest techniques, as the state of the art is continually refined in kitchens all across the Internet. Indeed, these are times of great progress.At the same time, it's easy to get left behind in the wake of progress. Advanced Rails Recipes keeps you on the cutting edge of Rails development and, more importantly, continues to turn this fast-paced framework to your advantage.Advanced Rails Recipes is filled with pragmatic recipes you'll use on every Rails project. And by taking the code in these recipes and slipping it into your application you'll not only deliver your application quicker, you'll do so with the confidence that it's done right.The book includes contributions from Aaron Batalion, Adam Keys, Adam Wiggins, Andre Lewis, Andrew Kappen, Benjamin Curtis, Ben Smith, Chris Bernard, Chris Haupt, Chris Wanstrath, Cody Fauser, Dan Benjamin, Dan Manges, Daniel Fischer, David Bock, David Chelimsky, David Heinemeier Hansson, Erik Hatcher, Ezra Zygmuntowicz, Geoffrey Grosenbach, Giles Bowkett, Greg Hansen, Gregg Pollack, Hemant Kumar, Hugh Bien, Jamie Orchard-Hays, Jamis Buck, Jared Haworth, Jarkko Laine, Jason LaPier, Jay Fields, John Dewey, Jonathan Dahl, Josep Blanquer, Josh Stephenson, Josh Susser, Kevin Clark, Luke Francl, Mark Bates, Marty Haught, Matthew Bass, Michael Slater, Mike Clark, Mike Hagedorn, Mike Mangino, Mike Naberezny, Mike Subelsky, Nathaniel Talbott, PJ Hyett, Patrick Reagan, Peter Marklund, Pierre-Alexandre Meyer, Rick Olson, Ryan Bates, Scott Barron, Tony Primerano, Val Aleksenko, and Warren Konkel.
Texas Tragedy: The Story of Priscilla Davis: A True Story of Money, Murder and Survival
Greg Brown - 2016
Worth, Texas. Cullen Davis was one of the richest men in Texas and his second wife, Priscilla Davis, was shot in their mansion. Also shot and murdered were her twelve-year-old daughter and her thirty-year-old boyfriend, Stan Farr. Priscilla and two other people said it was Cullen. The culprit was wearing a wig so his identity was somewhat hidden but not completely. Cullen was arrested in the early morning hours of August 3, 1976, at his girlfriend's house. He later went on trial for the murder of Priscilla's daughter. He was found not guilty but the next year he was put on trial for a murder-for-hire plot to kill the judge overseeing his divorce from Priscilla. He got off from that charge, too. And somehow he finally skirted any murder charge for Stan Farr. Finally in 1979 he and Priscilla were divorced. Priscilla received 3.3 million dollars and Cullen was able to move back into his 19,000 square-foot mansion. Two books have been written and a movie was made describing these events and characters. But nothing has been written about what really happened in the decades after the trials of the 1970's. This book explains the facts of that fateful August night and what happened in the courtrooms of Texas. But the majority chronicles the path Priscilla took after the trials of the 1970's. Priscilla was not done with Cullen yet and she would try tirelessly to obtain some kind of justice. She also decided to have a little fun along the way. The press loved Priscilla but the general public were split. She had been painted as a low-rent gold-digger in the Texas courtrooms but everyone also knew that Cullen was probably guilty of murder. In the end, only the two of them really knew the truth. This is the story of how Priscilla learned to live with the fact that justice was denied her and Cullen would probably never pay. In 1995, a 26-year-old man named Greg Brown moved in with Priscilla, who was now 53. They became lovers and Greg tells how Priscilla learned to make the most of tragic situations which were both of her making and not of her making. It's a story of struggle, love and compromise even in the most dire of circumstances.
Level Up!: The Guide to Great Video Game Design
Scott Rogers - 2010
Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games.Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!
Physics for Game Developers
David M. Bourg - 2001
Missile trajectories. Cornering dynamics in speeding cars. By applying the laws of physics, you can realistically model nearly everything in games that bounces around, flies, rolls, slides, or isn't sitting still, to create compelling, believable content for computer games, simulations, and animation. "Physics for Game Developers" serves as the starting point for those who want to enrich games with physics-based realism.Part one is a mechanics primer that reviews basic concepts and addresses aspects of rigid body dynamics, including kinematics, force, and kinetics. Part two applies these concepts to specific real-world problems, such as projectiles, boats, airplanes, and cars. Part three introduces real-time simulations and shows how they apply to computer games. Many specific game elements stand to benefit from the use of real physics, including: The trajectory of rockets and missiles, including the effects of fuel burn offThe collision of objects such as billiard ballsThe stability of cars racing around tight curvesThe dynamics of boats and other waterborne vehiclesThe flight path of a baseball after being struck by a batThe flight characteristics of airplanesYou don't need to be a physics expert to learn from "Physics for Game Developers, " but the author does assume you know basic college-level classical physics. You should also be proficient in trigonometry, vector and matrix math (reference formulas and identities are included in the appendixes), and college-level calculus, including integration and differentiation of explicit functions. Although the thrust of the book involves physics principles and algorithms, it should be noted that the examples are written in standard C and use Windows API functions.
Of No Value: A Vietnam War Era Memoir
Derrick Wolf - 2017
When Derrick Wolf and Kent Campbell were wounded in battle, they thought the war was over for them. And while the war may have been done with them, the army was not. Of No Value is an unvarnished depiction of the absurdity of war and army life in the early 1970s. From the pitiful treatment received at the army's hospitals to the completion of their service, they were scorned and insulted by the military. The contempt continued at home, this time at the hands of their fellow Americans, who spat and called them "baby killers." Of No Value is a memoir spanning the experiences of two soldiers from the time of their combat injuries to their discharge. It not only captures the ludicrous machinations of the military but also depicts the colorful counterculture life of the United States in the early 70s. Both Wolf and Campbell are Bronze Star and Purple Heart recipients. Wolf is also the author of Boys for Men, a best-selling Vietnam memoir.
Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made
Jason Schreier - 2017
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.
Designing Virtual Worlds
Richard Bartle - 2003
It's a tour de force of VW design, stunning in intellectual scope, spanning the literary, economic, sociological, psychological, physical, technological, and ethical underpinnings of design, while providing the reader with a deep, well-grounded understanding of VW design principles. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.Designing Virtual Worlds brings a rich, well-developed approach to the design concepts behind virtual worlds. It is grounded in the earliest approaches to such designs, but the examples discussed in the book run the gamut from the earliest MUDs to the present-day MMORPG games mentioned above. It teaches the reader the actual, underlying design principles that many designers do not understand when they borrow or build from previous games. There is no other design book on the market in the area of online games and virtual worlds that provides the rich detail, historical context, and conceptual depth of Designing Virtual Worlds.
OS X 10.10 Yosemite: The Ars Technica Review
John Siracusa - 2014
Siracusa's overview, wrap-up, and critique of everything new in OS X 10.10 Yosemite.
The Official Ubuntu Book [With DVD]
Benjamin Mako Hill - 2006
It's friendly, accessible, and reliable -- all qualities that apply to its official guidebook, too. This book captures the welcoming feel of the Ubuntu community, inviting you to get involved both as user and participant. But it also covers all the techniques you need to succeed happily with Ubuntu: from installation and configuration to "office applications," CD burning to instant messaging, networking to troubleshooting. There are plenty of specific answers: how to make Ubuntu run faster on older computers; better coexistence with Windows; fixes for balky microphones and scroll-wheel mice; tips for recovering lost system passwords, and much more. You'll even find chapters on Kubuntu (Ubuntu preconfigured with the KDE graphical user interface) and Edubuntu (Ubuntu optimized for schools). Plus, instant gratification: This book's DVD contains the full 7.0.4 "Feisty Fawn" distribution. Bill Camarda, from the October 2007 href="http://www.barnesandnoble.com/newslet... Only
High Score!: The Illustrated History of Electronic Games
Rusel DeMaria - 2002
Featuring hundreds of interviews with game creators and thousands of never-before-seen photos from the early days, this book honors the games that have captivated youngsters and the young-at-heart for more than 30 years--making this the ultimate tribute to electronic games.
Programming Game AI by Example
Mat Buckland - 2004
Techniques covered include state- and goal-based behavior, inter-agent communication, individual and group steering behaviors, team AI, graph theory, search, path planning and optimization, triggers, scripting, scripted finite state machines, perceptual modeling, goal evaluation, goal arbitration, and fuzzy logic.
iPhone For Dummies
Edward C. Baig - 2007
Master the multitouch interface, send text messages, enjoy rich-HTML e-mail, use GPS maps, and more, with this full-color guide to show you how! Edward C. Baig and "Dr. Mac" Bob LeVitus, two giants of Mac-dom, have packed this colorful little book with tips on every cool feature of the iPhone 3G. They'll show you how to find and download hundreds of cool apps from the new Apps Store, sync up your contact lists with MobileMe, browse the Internet, take photos, download music, and much more. For example:Use 3G wireless technology to surf the Web faster, send and receive e-mail, and talk on the phone, all at once Play music, watch videos on the widescreen display, or download a game from the App Store Navigate Web sites or photos using tap, flick, and pinch Get turn-by-turn directions, view a map, get live traffic information, or find services near your location with the GPS feature Synchronize data, calendar entries, and address books between your desktop and your iPhone Snap, share, sync, and save photos See how the touch screen lets you type, surf, dial, download, play music, and more, all with a simple tap Use the new scientific calculator Find out what Microsoft Exchange has to offer You already love your iPhone. With iPhone For Dummies, 2nd Edition, you'll find more to love!
Game Over, Press Start to Continue: How Nintendo Conquered the World
David Sheff - 1993
Whether it is recounting the struggles over the game"Tetris," offering blow-by-blow narrative of Nintendo's bitter legal warfare or its see-saw competition with other companies for market leadership, Game Over is a masterful piece of business journalism and technical reportage-a book both cautionary and hugely entertaining.