Cold Cases Solved Vol. 2: More True Stories of Murders That Took Years or Decades to Solve


Mike Riley - 2015
    2:  This follow-up book to Cold Cases Solved continues where the first book left off detailing more true stories of criminal cases that went cold and were eventually solved, sometimes many years later. Some of the cases include: Martha Moxley – the case with a Kennedy connection, Jeanine Nicarico – the case that took over 20 years to solve, Sherri Rasmussen – fresh eyes caught the right clue, The 16th Baptist Church Bombing – solved after 14 years, Leslie Long – the young mother kidnapped, raped and murdered, The Outlaw Clubhouse Murders – a motorcycle gang wiped out, and many others. The closure attained by solving these cases must at least provide a modicum of relief for the friends and family of the victims. The authorities involved in the investigations and in bringing the perpetrators to justice must also feel a sense of accomplishment when they are able to successfully close a long-standing case.Grab your copy TODAY and read about more Cold Cases Solved!

Ars Magica, Third Edition, First Printing


Ken Cliffe - 1992
    

This is esports (and How to Spell it): An Insider’s Guide to the World of Pro Gaming


Paul "ReDeYe" Chaloner - 2020
    Paul "Redeye" Chaloner is quite simply a legend of the esports scene. And now, he will use all his years of experience to write the definitive book on the modern world of esports. What is it? What is life like in an esports team? Just how much corruption and cheating goes on behind it all? And what's it like to stand in front of thousands of people, broadcasting to millions over the world, as one team sits on the brink of earning millions? "Redeye" will reveal all.What is competitive gaming, and where did it come from? What makes it so exciting? The bitter esports team and country rivalries, the scandals, the money, the last-minute Hail Mary plays; it's all here, brought to you with the trademark wit--and access--of the industry's most respected and experienced broadcaster. He'll even tell you how to spell it. This is the world of esports according to its most famous presenter.

EarthBound (Legends of Localization #2)


Clyde Mandelin - 2016
    Get ready for hundreds of pages filled with surprising revelations, inside information, obscure trivia, and universal cosmic destruction. This legend of localization doesn’t stink!

The Ultimate History of Video Games: From Pong to Pokemon - The Story Behind the Craze That Touched Our Lives and Changed the World


Steven L. Kent - 2001
    The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning.This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover:·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, fall, and rebirth of Sega ·And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick.

STUPID WAR STORIES: Tales from the Wonder War, Vietnam 1970-1971


Keith Pomeroy - 2015
    The Atomic Outhouse, Hot Extractions, Listening Out, and Best Vacation Ever, will have you enthralled. These stories and sixty more like them pull no punches to give you a genuine understanding of a war that was more bizarre than you ever imagined.

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 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.

God, Trump, and the 2020 Election: Why He Must Win and What's at Stake for Christians if He Loses


Stephen E. Strang - 2020
    Evangelicals who recognized this backed him more than any other presidential candidate in history. Heading into 2020, the stakes in his reelection are even higher. This election, nine months after this book releases, is a new fight for the soul of America. Stephen E. Strang makes the case that God wants America to be great because God has raised up America—beginning with our Founding Fathers—to be a beacon of light and hope for the world. We’ve been the nation with religious liberty that has supported those who have spread the gospel around the world.In this book Strang looks at the election, Trump, and America from a spiritual perspective and helps Christians (and others) see God’s hand at work. This book is as much about God and His purposes as about Donald Trump. But it is also an articulate, impassioned apologetic about why all Christians must support this imperfect president, because he has God’s blessing and because the destiny of America is riding on his reelection. This book also explores why he might lose, if his base is overconfident and doesn’t vote or if his opponents are dishonest enough to steal the election.God, Trump, and the 2020 Election is an inside look at how the political climate is affected by  spiritual warfare—an important subject for Bible-believing Christians. The satanic schemes are so brazen on key issues that the book was written to explain what’s at stake. Strang believes that the intersection of faith and politics needs to be part of the national discussion about the division in our country.Other Books By Stephen E. Strang:God and Donald Trump (2017) ISBN-13: 978-1629994864Trump Aftershock (2018)ISBN-13: 978-1629995557

A Dangerous Place: The Story of the Railway Murders


Simon Farquhar - 2016
    In September 1970, two boys met in the playground on their first day at secondary school in North London. They formed what would be described at the Old Bailey thirty years later as ‘a unique and wicked bond’. Between 1982 and 1986, striking near lonely railway stations in London and the Home Counties, their partnership took them from rape to murder. Three police forces pooled their resources to catch them in the biggest criminal manhunt since the Yorkshire Ripper Enquiry.A Dangerous Place is the first full-length account of the crimes of John Duffy and David Mulcahy. Told by the son of one of the police officers who led the enquiry, exhaustively researched and with unprecedented access, this is the story of two of the most notorious serial killers of the twentieth century and the times they operated in. It is the story of the women who died at their hands. It is the story of the women who survived them, and who had the courage to ensure justice was done. And it is the story of a father, told by a son.

Generation Xbox: How Videogames Invaded Hollywood


Jamie Russell - 2012
    Movies defined the 20th century but games are now pushing them aside as the medium that captures our time, fascination and money. Generation Xbox digs into the love-hate relationship between games and cinema that has led us to this point. It's a story of disaster, triumph and Angelia Jolie in hot pants. Learn how Steven Spielberg's game-making dreams fell apart and why Silicon Valley pioneers wooed Stanley Kubrick. Discover the story behind the failed Halo movie, how videogame tech paved the way for Avatar, and what companies like Ubisoft and Valve are doing to take gaming to the next level. Based on more than 100 interviews with leading figures from videogames and Hollywood, Generation Xbox is the definitive history of an epic power struggle that has reshaped the entertainment landscape. Are you ready to play?

The Navy’s Air War (Annotated): A Mission Completed


Albert R. Buchanan - 2019
    Author and historian Albert Buchanan recreates the engagements of the Pacific and Atlantic combat theaters with near clinical detail, from the Pearl Harbor Attack to the Japanese surrender aboard the USS Missouri. Interwoven within these aerial combat narratives is background information on technological innovations, production methods, training programs, and the important players involved. This new edition of The Navy's Air War: A Mission Completed includes annotations and photographs from World War 2. *Annotations. *Images.

Fire Strike 7/9


Paul 'Bommer' Grahame - 2010
    He's an elite army JTAC (Joint Terminal Attack Controller- pronounced 'jay-tack') - a specially trained warrior responsible for directing Allied air power with high-tech precision. Commanding Apache gunships, A10 tank-busters, F15s and Harrier jets, he brings down devastating fire strikes against the attacking Taliban, often danger close to his own side. Due to his specialist role, Sergeant Grahame usually operates in the thick of the action, where it's at its most fearsome and deadly. Conjuring the seemingly impossible from apparently hopeless situations, soldiers in battle rely on the skill and bravery of their JTAC to enable them to win through in the heat of the danger zone. Fire Strike 7/9 tells the story of Bommer Grahame and his five-man Fire Support Team on their tour of Afghanistan. Patrolling deep into enemy territory, they were hunted and targeted by the Taliban, shot at, blown-up, mortared and hit by rockets on numerous occasions. Under these conditions Sergeant Grahame notched up 203 confirmed enemy kills, making him the difference between life and death both for his own troops and the Taliban.

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.