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.

Imaginary Homelands: Essays and Criticism 1981-1991


Salman Rushdie - 1991
    Containing 74 essays written over the last ten years, this book covers a range of subjects including the literature of the perceived masters and of Rushdie's contemporaries, the politics of colonialism and the ironies of culture, film, politicians, the Labour Party, religious fundamentalism in America, racial prejudice and the preciousness of the imagination and of free expression.

Data Feminism


Catherine D’Ignazio - 2020
    It has been used to expose injustice, improve health outcomes, and topple governments. But it has also been used to discriminate, police, and surveil. This potential for good, on the one hand, and harm, on the other, makes it essential to ask: Data science by whom? Data science for whom? Data science with whose interests in mind? The narratives around big data and data science are overwhelmingly white, male, and techno-heroic. In Data Feminism, Catherine D'Ignazio and Lauren Klein present a new way of thinking about data science and data ethics—one that is informed by intersectional feminist thought.Illustrating data feminism in action, D'Ignazio and Klein show how challenges to the male/female binary can help challenge other hierarchical (and empirically wrong) classification systems. They explain how, for example, an understanding of emotion can expand our ideas about effective data visualization, and how the concept of invisible labor can expose the significant human efforts required by our automated systems. And they show why the data never, ever “speak for themselves.”Data Feminism offers strategies for data scientists seeking to learn how feminism can help them work toward justice, and for feminists who want to focus their efforts on the growing field of data science. But Data Feminism is about much more than gender. It is about power, about who has it and who doesn't, and about how those differentials of power can be challenged and changed.

Bronze Age Mindset


Bronze Age Pervert - 2018
    The contents are pure dynamite. He explains that you live in ant farm. That you are observed by the lords of lies, ritually probed. Ancient man had something you have lost: confidence in his instincts and strength, knowledge in his blood. BAP shows how the Bronze Age mindset can set you free from this Iron Prison and help you embark on the path of power. He talks about life, biology, hormones. He gives many examples from history, both ancient and modern. He shows the secrets of the detrimental robots, how they hide and fabricate. He helps you escape gynocracy and ascend to fresh mountain air. The pricing, he insisted on against all advice. It refers to the lucky 969 Movement of Burma, led by the noble monk Wirathu. Praise be to the Pervert. Praise be to his teaching of peace. Be careful.

Erotism: Death and Sensuality


Georges Bataille - 1957
    He challenges any single discourse on the erotic. The scope of his inquiry ranges from Emily Bronte to Sade, from St. Therese to Claude Levi-Strauss, and Dr. Kinsey; and the subjects he covers include prostitution, mythical ecstasy, cruelty, and organized war. Investigating desire prior to and extending beyond the realm of sexuality, he argues that eroticism is "a psychological quest not alien to death."

The Subjection of Women


John Stuart Mill - 1869
    Mill Thought that men simply don't know what women are capable of, because we have never let them try - nobody can not make a statement without evidence. We can't stop women from trying things because they might not be able to do them. An argument based on speculative physiology is just that, speculation..."

The Multiplayer Classroom: Designing Coursework as a Game


Lee Sheldon - 2011
    THE MULTIPLAYER CLASSROOM: DESIGNING COURSEWORK AS A GAME is your detailed guide to designing any structured learning experience as a game. Written for professional educators or those learning to be educators, here are the tools to engage and excite students by using principles learned in the development of popular video games. Suitable for use in the classroom or the boardroom, the book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. You don't need any experience making games or even playing games to use this book. Yet, you will learn how to create multiplayer games for any age on any subject. Bring your classroom into the 21st century!

The Revolution of Everyday Life


Raoul Vaneigem - 1967
    Published in early 1968, it both kindled and colored the May 1968 upheavals in France, which captured the attention of the world. Naming and defining the alienating features of everyday life in consumer society: survival rather than living in full, the call to sacrifice, the cultivation of false needs, the dictatorship of the commodity, subjection to social roles, and the replacement of God by the economy, the book argues that the countervailing impulses that exist within deep alienation - creativity, spontaneity, poetry present an authentic alternative to nilhilistic consumerism. This carefully edited new translation marks the first North American publication of this important work and includes a new preface by the author.

Xenofeminism


Helen Hester - 2018
    Hester develops a three-part definition of xenofeminism grounded in the ideas of technomaterialism, anti-naturalism, and gender abolitionism. She elaborates these ideas in relation to assistive reproductive technologies and interrogates the relationship between reproduction and futurity, while steering clear of a problematic anti-natalism. Finally, she examines what xenofeminist technologies might look like in practice, using the history of one specific device to argue for a future-oriented gender politics that can facilitate alternative models of reproduction. Challenging and iconoclastic, this visionary book is the essential guide to one of the most exciting intellectual trends in contemporary feminism.

Identity and Violence: The Illusion of Destiny


Amartya Sen - 2006
    Challenging the reductionist division of people by race, religion, and class, Sen presents an inspiring vision of a world that can be made to move toward peace as firmly as it has spiraled in recent years toward brutality and war.

Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games


David L. Craddock - 2015
    Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys.Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics.Despite their visual simplicity, roguelike games captivate thousands of players around the world. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks introduces you to the visionaries behind some of the most popular roguelikes of all time, and shows how their creations paved the way for the blockbuster video games of today—and beyond.

Introducing Postmodernism


Richard Appignanesi - 1995
    Has the 21st century resolved the question of postmodernism or are we more than ever ensnared in its perplexities? Postmodernism seemed to promise an end to the grim Cold War era of nuclear confrontation and oppressive ideologies. Fukuyama's notoriously proclaimed end of history, the triumph of liberal democracy over Communist tyranny, has proved an illusion. We awoke in the anxious grip of globalization, unpredictable terrorism and unforeseen war. Introducing Postmodernism traces the pedigrees of postmodernism in art, theory, science and history, providing an urgent guide to the present. Derrida, Baudrillard, Foucault and many other icons of postmodern complexity are brilliantly elucidated by Richard Appignanesi and enlivened by the Guardian's Biff cartoonist Chris Garratt.

Propaganda and the Public Mind


Noam Chomsky - 1998
    Whether discussing the recent U.S. military escalation in Colombia, the bipartisan rollback of Social Security, the rise of for-profit HMOs, or growing inequality worldwide, Chomsky shows how ordinary citizens, if they work together, have the power to make meaningful change.Renowned interviewer David Barsamian showcases his unique access to Chomsky's thinking on a number of topics of contemporary and historical import. In an interview conducted after the important November 1999 "Battle in Seattle", Chomsky discusses prospects for building a movement to challenge corporate domination of the media, the environment, and even our private lives. Chomsky also engages in a discussion of his ideas on language and mind, making his important linguistic insights accessible to the lay reader.

The Legend of Zelda: Hyrule Historia


NintendoHeidi Plechl - 2011
    This handsome hardcover contains never-before-seen concept art, the full history of Hyrule, the official chronology of the games, and much more! Starting with an insightful introduction by the legendary producer and video-game designer of Donkey Kong, Mario, and The Legend of Zelda, Shigeru Miyamoto, this book is crammed full of information about the storied history of Link's adventures from the creators themselves! As a bonus, The Legend of Zelda: Hyrule Historia includes an exclusive comic by the foremost creator of The Legend of Zelda manga - Akira Himekawa!

Inventing the Future: Postcapitalism and a World Without Work


Nick Srnicek - 2015
    Austerity is forcing millions into poverty and many more into precarious work, while the left remains trapped in stagnant political practices that offer no respite. Inventing the Future is a bold new manifesto for life after capitalism. Against the confused understanding of our high-tech world by both the right and the left, this book claims that the emancipatory and future-oriented possibilities of our society can be reclaimed. Instead of running from a complex future, Nick Srnicek and Alex Williams demand a postcapitaiist economy capable of advancing standards, liberating humanity from work and developing technologies that expand our freedoms.