Book picks similar to
The History of Nintendo (1889-1980) - From Playing Cards to Game & Watch by Florent Gorges
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video-games
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Game Programming Patterns
Robert Nystrom - 2011
Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you provide access to services such as sound without coupling your code to any particular sound driver or sound hardware. Games have much in common with other software, but also a number of unique constraints. Some of the patterns in this book are well-known in other domains of software development. Other of the patterns are unique to gaming. In either case, Robert Nystrom bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming. You'll learn the patterns and the general problems that they solve. You'll come away able to apply powerful and reusable architectural solutions that enable you to produce higher quality games with less effort than before. Applies classic design patterns to game programming. Introduces new patterns specific to game programming. Brings abstract software architecture down to Earth with approachable writing and an emphasis on simple code that shows each pattern in practice. What you'll learn Overcome architectural challenges unique to game programming Apply lessons from the larger software world to games. Tie different parts of a game (graphics, sound, AI) into a cohesive whole. Create elegant and maintainable architecture. Achieve good, low-level performance. Gain insight into professional, game development. Who this book is forGame Programming Patterns is aimed at professional game programmers who, while successful in shipping games, are frustrated at how hard it sometimes is to add and modify features when a game is under development. Game Programming Patterns shows how to apply modern software practices to the problem of game development while still maintaining the blazing-fast performance demanded by hard-core gamers. Game Programming Patterns also appeals to those learning about game programming in their spare time. Hobbyists and aspiring professionals alike will find much to learn in this book about pathfinding, collision detection, and other game-programming problem domains.
The Cities Book
Holly Alexander - 2005
More than half the world's population now lives in cities, and for travelers they hold an endless fascination.
Face to Face with Vincent Van Gogh
Aukje Vergeest - 2015
It also relates the extraordinary history of the museum's collection, a collection that has enabled the Van Gogh Museum to evolve into a world-renowned centre of knowledge about Van Gogh's work and the art of his time.
Central America: On a Shoestring
Robert Reid - 2004
Whatever your passion, Central America is jam-packed with possibilities. Written by experts who travel on your budget, this guide lets you go further, stay longer, and pay less for the adventure of a lifetime. The countries covered in this guide are: Panama, Costa Rica, Nicaragua, Honduras, El Salvador, Guatemala, Belize, and also part of MexicoQuintana Roo, the Yucatan, and Chiapas states.Explore It Allin-depth coverage of all seven Central American nations, plus Mexico's Yucatan and Chiapas.Find Your Way120 user-friendly maps plus detailed bus schedules and crucial border-crossing information.Rest Easylodging and restaurants that offer bang for your buck...plus the occasional splurge.Talk The Talkcomprehensive Language, Culture and Conduct sections keep you street-smart and clued-in.
Who We Are
At Lonely Planet, we see our job as inspiring and enabling travelers to connect with the world for their own benefit and for the benefit of the world at large.
What We Do
We offer travelers the world's richest travel advice, informed by the collective wisdom of over 350 Lonely Planet authors living in 37 countries and fluent in 70 languages. We are relentless in finding the special, the unique and the different for travellers wherever they are.When we update our guidebooks, we check every listing, in person, every time. We always offer the trusted filter for those who are curious, open minded and independent. We challenge our growing community of travelers; leading debate anddiscussion about travel and the world. We tell it like it is without fear or favor in service of the travelers; not clouded by any other motive.
What We Believe
We believe that travel leads to a deeper cultural understanding and compassion and therefore a better world.
Dragon Age: Origins: Prima Official Game Guide
Mike Searle - 2009
•Essentials: Over 300 pages packed with every quest, NPC, monster, and item across the world of Ferelden!• Classes: Complete ascension guides with level-by-level tips on how to maximize a warrior, mage, or rogue class!• Maps: Over 100 jam-packed maps displaying every critical piece of information! • Walkthrough: Detailed walkthroughs to master all quests, puzzles, and pivotal story choices!• Equipment: Full equipment lists to gear out your PCs!• Bestiary: Comprehensive bestiary with everything from arcane horrors to werewolves!• Combat: Expert tactics to conquer the intricacies of combat!
Life is Strange: Welcome to Arcadia Bay/Welcome to Blackwell Academy
Matt Forbeck - 2018
This detailed book is a student guide to Blackwell Academy and Arcadia Bay. Overlaid onto the pages is graffiti: notes, doodles, sketches and photographs from the Blackwell students themselves, including contributions from the beloved protagonists Max and Chloe. Life Is Strange 2 is an upcoming episodic graphic adventure video game developed by Dontnod Entertainment and published by Square Enix. It will be the third entry of the Life Is Strange series and the second developed by Dontnod since the original. The five-episode series will begin in September 2018. Author BiographyMatt Forbeck has been a full-time creator of award-winning games and fiction since 1989. He has sixteen novels published to date, including the award-nominated Guild Wars: Ghosts of Ascalon and the critically acclaimed Amortals and Vegas Knights. His latest work includes the Magic: The Gathering comic book and the historical horror novel Carpathia. - Life Is Strange By Matt Forbeck (Hardback)
The Book of Useless Information
Noel Botham - 2006
Then again, maybe not. But to The Useless Information Society, any fact that passes its gasp-inducing, not-a-lot-of-people-know-that test merits inclusion in this fascinating but ultimately useless book... Did you know (or do you care)...- That fish scales are used to make lipstick?- Why organized crime accounts for ten percent of the United States's annual income?- The name of the first CD pressed in the United States?- The last year that can be written upside-down or right side-up and appear the same?- The shortest performance ever nominated for an Oscar(R)?- How much Elvis weighed at the time of his death?- What the suits in a deck of cards represent?- How many Quarter Pounders can be made from one cow?- How interesting useless information can be?The Book of Useless Information answers these teasers and is packed with facts and figures that will captivate you--and anyone who shares your joy in the pursuit of pointless knowledge.
Art of Atari
Tim Lapetino - 2016
Since its formation in 1972, the company pioneered hundreds of iconic titles including Asteroids, Centipede, and Missile Command. In addition to hundreds of games created for arcades, home video systems, and computers, original artwork was specially commissioned to enhance the Atari experience, further enticing children and adults to embrace and enjoy the new era of electronic entertainment. The Art of Atari is the first official collection of such artwork. Sourced from private collections worldwide, this book spans over 40 years of the company's unique illustrations used in packaging, advertisements, catalogs, and more. Co-written by Robert V. Conte and Tim Lapetino, The Art of Atari includes behind-the-scenes details on how dozens of games featured within were conceived of, illustrated, approved (or rejected), and brought to life! Includes a special Foreword by New York Times bestseller Ernest Cline author of Armada and Ready Player One, soon to be a motion picture directed by Steven Spielberg. Whether you're a fan, collector, enthusiast, or new to the world of Atari, this book offers the most complete collection of Atari artwork ever produced! "For me, revisiting the beautiful artwork presented in this book is almost as good as taking a trip in Doc Brown's time machine back to that halcyon era at the dawn of the digital age. But be warned, viewing these images may leave you with an overwhelming desire to revisit the ancient pixelated battlefields they each depict as well." -- from the Foreword by Ernest Cline, author of READY PLAYER ONE
Embed with Games: A Year on the Couch with Game Developers
Cara Ellison - 2015
The internet generously helped fund her travel costs through a subscription service, egging her on in the only way it could, the pledges going up each month. This is the collected work, called 'Embed With Games', with an exclusive introduction from Kieron Gillen, a cover from comics artist Irene Koh, and a conclusion exclusive to the ebook.From London to Los Angeles, from the Netherlands to Malaysia to Japan to Australia, the book reveals how people involved in games are taking what they see around them and expressing it in digital playgrounds for other people to experience.An emotional, weird, sometimes intimate experience, this is open ribcage writing about the side of making video games most people don't see or know about.
The Great Philosophers (From Socrates to Foucault)
Jeremy Stangroom - 2005
Each essay gives a biographical background for its subject and a description of the main strands of their thought, together with summaries of their major works.The thirty-four chronologically-organized essays are a comprehensive introduction to Western philosophy's major figures.Dr Jeremy Stangroom is a founding editor of The Philosophers' Magazine, one of the world's most popular philosophy publications. He has written and/or edited numerous books, including: New British Philosophy, What Philosophers Think and Great Thinkers A-Z (all with Julian Baggini); The Dictionary of Fashionable Nonsense and Why Truth Matters (with Ophelia Benson); and What Scientists Think. He is a frequent contributor to New Humanist magazine, and he is also the editor of the Royal Institute of Philosophy web site.James Garvey teaches philosophy at the University of Nottingham and is Secretary of the Royal Institute of Philosophy.
London, Part 1 of 3
Edward Rutherfurd - 1998
He brings this vibrant city's long and noble history alive through the ever-shifting fortunes, fates, and intrigues of half-a-dozen families, from the age of Julius Caesar to the 20th century. Generation after generation, these families embody the passion, struggle, wealth, and verve of the greatest city in the world.
The Tenacity of the Cockroach: Conversations with Entertainment's Most Enduring Outsiders
Stephen Thompson - 2002
Club has run an extraordinary array of interviews with venerable directors, creators, writers, actors, and musicians who articulately and often controversially expound upon their unique careers. Having its content paired with The Onion's humor allows the A.V. Club to focus its attention away from boring starlets and flashes in the pan. Instead, they interview the story-tellers, with an emphasis on the bitter, jilted cranks who've been in the business long enough to not mince words about their experiences.Mixing the in-depth style of NPR or Rolling Stone with its own unconventional subject matter, this collection weaves high and low culture with equal appreciation and understanding. Included in the book are interviews with Robert Altman, Chuck Jones, Berkeley Breathed, Pam Grier, Merle Haggard, William H. Macy, Russ Meyer, Mr. T, Gene Simmons, Joss Whedon, and dozens more. The Onion A.V. Club's friend and resident pundit, "Weird Al" Yankovic, provides commentary on select pieces.
The Terror Factory: Inside the FBI's Manufactured War on Terrorism
Trevor Aaronson - 2013
A groundbreaking work of investigative journalism, The Terror Factory: Inside the FBI's Manufactured War on Terrorism exposes how the FBI has, under the guise of engaging in counterterrorism since 9/11, built a network of more than 15,000 informants whose primary purpose is to infiltrate Muslim communities to create and facilitate phony terrorist plots so that the Bureau can then claim it is winning the war on terror.An outgrowth of Trevor Aaronson's work as an investigative reporting fellow at the University of California, Berkeley, which culminated in an award-winning cover story in Mother Jones magazine, The Terror Factory reveals shocking information about the criminals, con men, and liars the FBI uses as paid informants--including the story of an accused murderer who has become one of the Bureau's most prolific terrorism snitches--as well as documenting the extreme methods the FBI uses to ensnare Muslims in terrorist plots, which are in reality conceived and financed by the FBI.The book also offers unprecedented detail into how the FBI has transformed from a reactive law enforcement agency to a proactive counterterrorism organization that traps hapless individuals in manufactured terrorist plots in order to justify the $3 billion it spends every year fighting terrorism.
Aspho Fields
Karen Traviss - 2008
Marcus Fenix and Dominic Santiago fought alongside Dom’s elder brother Carlos at Aspho Fields in the epic battle that changed the course of the Pendulum Wars. There’s a new war to fight now, a war for mankind’s very survival. But while the last human stronghold on Sera braces itself for another onslaught from the Locust Horde, ghosts come back to haunt Marcus and Dom. For Marcus–decorated war hero, convicted traitor–the return of an old comrade threatens to dredge up an agonizing secret he’s sworn to keep.As the beleaguered Gears of the Coalition of Ordered Governments take a last stand to save mankind from extermination, the harrowing decisions made at Aspho Fields have to be re-lived and made again. Marcus and Dom can take anything the Locust Horde throws at them–but will their friendship survive the truth about Carlos Santiago?From the Paperback edition.
Bauhaus 1919-1933
Magdalena Droste - 1990
Documents, workshop products from all areas of design, studies, sketches in the classroom, and architectural plans and models are all part of its comprehensive inventory. The Bauhaus Archiv is dedicated to the study and presentation of the history of the Bauhaus, including the new Bauhaus in Chicago and the Hochschule f