Book picks similar to
Building an RPG with Unreal 4.X by Steve Santello
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Guitar Fretboard: Memorize The Fretboard In Less Than 24 Hours: 35+ Tips And Exercises Included
Guitar Head - 2018
Learning guitar theory with no knowledge about the names of the fretboard is comparable to learning complex arithmetic equations without knowing numbers! This book will make sure you don't end up like one of those guitarists! Here is why you should learn the fretboard: Understand how notes are arranged on the fretboard Create a mind map to navigate through the fretboard Communicate the ideas you have in your head to written format or to other musicians Create various visual references to make the fretboard less daunting And lots more Why Should I buy this book? It's only fair to ask yourself this question before spending your hard-earned money on anything. Here is what you'll find inside: The whole process of learning the fretboard simplified into 5 easy steps A step by step approach which will give you results even if you are a complete beginner 35+ exercises and tips to make sure you get results as fast as humanly possible The theory behind every concept for those who need it Countless memory techniques to make the process as simple as possible Beginner friendly - no prior music experience required All this taught in less than a day! Why this book from among the 100 others? I know there are multiple books out there that teaches you the exact same things. They have a lot more reviews and have been out for longer than this book. But here is how this book is different: Unique memory techniques which cannot be found elsewhere High quality pictures and diagrams to give you the whole picture Free bonus material including fretboard diagrams, Flash cards, Reference material and lots more! Gives you results faster than any book out there! I hope that was enough reasons to make you jump onto the book! So, what are you waiting for?
Scroll up and click the BUY NOW button to get access to such a goldmine!
The Kobold Guide to Board Game Design
Mike Selinker - 2011
Author Mike Selinker (Betrayal at House on the Hill) has invited some of the world's most talented and experienced game designers to share their secrets on game conception, design, development, and presentation. In these pages, you'll learn about storyboarding, balancing, prototyping, and playtesting from the best in the business.
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.
Maximum Boost: Designing, Testing and Installing Turbocharger Systems
Corky Bell - 1997
Find out what works and what doesnt, which turbo is right for your needs, and what type of set-up will give you that extra boost. Bell shows you how to select and install the right turbo, how to prep your engine, test the systems, and integrate a turbo with EFI or carbureted engine.
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
Man, Play and Games
Roger Caillois - 1958
In this classic study, Caillois defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Play is uncertain, since the outcome may not be foreseen, and it is governed by rules that provide a level playing field for all participants. In its most basic form, play consists of finding a response to the opponent's action--or to the play situation--that is free within the limits set by the rules. Caillois qualifies types of games-- according to whether competition, chance, simulation, or vertigo (being physically out of control) is dominant--and ways of playing, ranging from the unrestricted improvisation characteristic of children's play to the disciplined pursuit of solutions to gratuitously difficult puzzles. Caillois also examines the means by which games become part of daily life and ultimately contribute to various cultures their most characteristic customs and institutions. Presented here in Meyer Barash's superb English translation, Man, Play and Games is a companion volume to Caillois's Man and the Sacred.
Rules of Play: Game Design Fundamentals
Katie Salen - 2003
In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Birnbaum's 2016 Walt Disney World: The Official Guide
Birnbaum Guides - 2015
This updated edition of Birnbaum's Walt Disney World Resort takes readers through Disney's biggest resort with ease and flair and includes the most accurate, current information on prices and attractions. What's new in 2016:• The brand-new Frozen attraction, scheduled to burst onto the Epcot scene in 2016,whisks guests on a chilly trip to meet Anna, Elsa, and Olaf. • Our coverage of Disney's Hollywood Studios includes the inside scoop on plans for new Star Wars-themed additions and other shows and attractions.• Experience new shows and attractions, including the Magic Kingdom's popular new parades:Festival of Fantasy and Move It! Shake it! Dance and Play It!• Fastpass+is Walt Disney World's advance reservation system for theme park shows and attractions. We offer tips and strategies for making the most of this free service.• Downtown Disney has morphed into Disney Springs, a bustling waterside enclave teeming with new dining, shopping, and recreational activities. • Our newly-expanded dining chapter details each and every restaurant, and includes menu updates, a "best of wow restaurant roundup", and specialized indexes.• The 2016 Guide has more photos than ever, including brand-new photo hunts for each of the World's four theme parks. Can you find them all?• Baffled by WDW's magic band? Don't be! We give the scoop on maximizing the potential of the band.• A wave of new entertainment has hit World Showcase: we'll tell you where to see new acts featuring lumberjacks, Celtic folk musicians, and flag wavers.• Disney's Polynesian Village resort has been renewed and revitalized, thanks Disney Vacation Club. • Checkout our bonus chapter featuring "Land and Sea vacation" planning advice, perfect for pairing a Disney Cruise with a visit to Walt Disney World.
The New 5:2 Diet Cookbook (No Junk Jac, #1)
Jacqueline Whitehart - 2017
Jacqueline demystifies the latest research, giving you up-to-the-minute guidance to get the most from your 5:2 Diet. 800 calorie ‘diet’ days Overnight fasting New junk food rules Over 100 new and revised recipes 800 Calorie Meal Plans This essential and easy-to-follow guide is choc-full of advice and help to get you started with The New 5:2 Diet. Bestselling diet author Jacqueline Whitehart makes the 5:2 Diet easier than ever before.
The Bill James Gold Mine 2008
Bill James - 2007
Now Bill James is doing it again with The Bill James Gold Mine a groundbreaking collection of original essays, statistical profiles, and hidden nuggets of information worth their weight in gold. Always known for his piercing wit and cutting analysis, Bill James wrote 17 new essays for The Bill James Gold Mine, including: Clutching Hitter of the Year, Measuring Consistency, Closer Fatigue, Hall of Famers Among Us. Of course, it wouldn't be from Bill James if it didn't come with innovative and intriguing profiles and nuggets of statistical information on players from all 30 teams, including: Impacting by Position in Inning, Pitching Type Analysis, Pitcher's Record of Opposing Batters, Games Played by Opening Day Starters.
What Can I Eat? Sugar Free Diet
Vivianne Parnell - 2012
But eliminating sugar from your diet can be tricky if you don't know where sugar is hiding. We all know there's sugar in candy and chocolate - but did you know there's heaps of the stuff hiding out in foods you probably thought were safe to eat? This book is a no-nonsense guide to the sugar content in all the popular foods we eat every day. It's a great place to discover just how much sugar is lurking in your favorite foods. Use this guide to check out what you can eat, and what you can't eat when you're trying to kick the sugar habit.
Half-Life 2: Raising the Bar
David Hodgson - 2004
-Unprecedented access behind "Half-Life" and "Half-Life 2" -A forward by Valve founder Gabe Newell -Hundreds of art, design, preproduction, and other art pieces crammed into the book -Over a dozen key members of Valve's staff interviewed -Officially approved by Valve -Behind City 17 and other locations -The development of the Source engine -A rogue's gallery of beasts, characters, and monstrosities -Key weapons development revelations -A tour of many of the game's locations, from inception to completion -Filled with art, screens, and anecdotes from the Valve team
World-Building
Stephen L. Gillett - 1996
This exciting series is designed to give SF writers the solid grounding they need in real science to make their fictions read like fact.
Mastering Digital Cameras: An Illustrated Guidebook (Digital Photography 1)
Al Judge - 2013
"I like how the author builds quite high expectations in the introduction of the book, and manages to fulfill them fully throughout the book.""I am amazed at his ability to focus on teaching people, like me, who have done basically nothing with cameras other than point and shoot. There is a wealth of useful and understandable information in this book,...""I've been photographing for years since first SLR in 1960s and yet I found much of interest and some I was unfamiliar with. I especially appreciated the clear, concise presentation."" Even us 'know-it-alls' are surprised by the information that cleared-up some uncertain items that had existed too long.""As a former photography student who learned almost nothing over a two year period, I can now say that I fully understand the terminology and possess the technical skill to take better photographs and possibly revisit my dream of becoming a sports photographer." Whether You are New to Photography,making the transition from Film to Digital Photography, or just want to improve your skills, this book will save you TIME and MONEY!
No more intimidation! If you understand how Digital Cameras work, every photo becomes a learning experience.
Many people are walking around with expensive cameras that they barely know how to use and others are missing great photo opportunities because they have been misinformed by well-meaning friends. This book is based on the premise that a solid understanding of photographic equipment results in a faster learning curve and better photos. The technology is actually quite simple when it is broken down and clearly explained.Without an understanding of cameras, you are at the mercy of others in all your buying decisions. You will only scratch the surface of your camera's capabilities until you take on its manual settings. You need to read this book because:
It will take the confusion out of Photographic terminology by clearly defining every important term used.
Your learning will be enhanced by 120 charts and photos that will simplify discussions and help you to remember what you learned.
You will learn why buying a camera based on Megapixels alone is a bad idea.
You will learn how sensor size and lens selection affect image quality more than any other factors.
Strange photographic terms will loose their mystique once you learn how they were carried over from film photography.
˃˃˃ You will also learn: How digital images are created and stored.Which file format to use when editing photos.Which file format to use when sharing photos.How to select a lens for your DSLR camera.How to properly adjust exposure.Why a zoom lens can be a very good investment.Why you should care about focal length, aperture, shutter speed, and ISO as well as what these terms mean. ˃˃˃ About the author: Al Judge is a professional photographer living in Sedona, Arizona. His works are displayed in several locations around town. He is a best selling author with more than a dozen photography books.
Don’t waste any more time! Scroll up and grab a copy today for little more than the cost of a cup of coffee!
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.