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.

A history of the United States


Cecil Chesterton - 1919
    This IS NOT an OCR'd book with strange characters, introduced typographical errors, and jumbled words. This book may have occasional imperfections such as missing or blurred pages, poor pictures, errant marks, etc. that were either part of the original artifact, or were introduced by the scanning process. We believe this work is culturally important, and despite the imperfections, have elected to bring it back into print as part of our continuing commitment to the preservation of printed works worldwide. We appreciate your understanding of the imperfections in the preservation process, and hope you enjoy this valuable book.

Books by Bill Bryson: A Short History of Nearly Everything, the Life and Times of the Thunderbolt Kid, a Walk in the Woods


Books LLC - 2010
    Purchase includes a free trial membership in the publisher's book club where you can select from more than a million books without charge. Chapters: A Short History of Nearly Everything, the Life and Times of the Thunderbolt Kid, a Walk in the Woods, Notes From a Small Island, Neither Here nor There: Travels in Europe, Shakespeare: the World as Stage, the Lost Continent: Travels in Small-Town America, the Mother Tongue, Notes From a Big Country, Bryson's Dictionary of Troublesome Words, Down Under, Made in America, Bill Bryson's African Diary. Source: Wikipedia. Free updates online. Not illustrated. Excerpt: A Short History of Nearly Everything (ISBN 0-7679-0817-1) is a general science book by Bill Bryson, which explains some areas of science, using a style of language more accessible to the general public than many other books dedicated to the subject. It was the bestselling popular science book of 2005 in the UK, selling over 300,000 copies. A Short History deviates from Bryson's popular travel book genre, instead describing general sciences such as chemistry, paleontology, astronomy, and particle physics. In it, he explores time from the Big Bang to the discovery of quantum mechanics, via evolution and geology. Bryson tells the story of science through the stories of the people who made the discoveries, such as Edwin Hubble, Isaac Newton, and Albert Einstein. Bill Bryson wrote this book because he was dissatisfied with his scientific knowledge that was, not much at all. He writes that science was a distant, unexplained subject at school. Textbooks and teachers alike did not ignite the passion for knowledge in him, mainly because they never delved in the whys, hows, and whens. "It was as if wanted to keep the good stuff secret by making all of it soberly unfathomable." Bryson, on the state of science books used within his school. It was in his later years that he realized with stunning shame ...More: http: //booksllc.net/?id=101240

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.

The Title: The Story of the First Division


Scott Murray - 2017
    They may even have a point. But to build something so successful, so popular, so inescapable, you've got to have mighty strong foundations.Prior to 1992, the old First Division was England's premier prize. Its rich tapestry winds back to 1888 and the formation of the Football League. A grand century-long tradition in danger of being lost in the wake of Premier League year zero.No more! In The Title Scott Murray tells the lively, cherry-picked story of English football through the prism of the First Division. Rich with humour yet underpinned with solid research, this is a glorious meander across our national sport's varied terrain.With as much about Burnley, Wolves, West Brom and Portsmouth as the likes of Arsenal, Liverpool and Manchester United, we learn the less well-known stories the sport has to tell, such as the plight of Glossop, the smallest club to ever play top-flight football, and final day drama involving Huddersfield and Cardiff that knocks Michael Thomas into a cocked hat. We bask in the managerial genius of Tom Watson, the bowler-hatted Victorian Mourinho; celebrate the joy of the Busby Babes; discover the shameless showmanship of George Allison; embark on righteous escapades with Hughie Gallacher; and meet some old favourites in Don Revie, Bill Shankly, Alex Ferguson and Brian Clough.At turns exciting, surprising, witty and bittersweet, The Title is a highly informed, fresh and affectionate love-letter to the English game, and a delight for any football fan.

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

Bloody Heroes


Damien Lewis - 2006
    This is the story of the trials and exploits, the victories and defeats, of one of those units. This book takes us from the first ever assault against a terrorist ship carrying weapons of mass destruction to attack London, to the epic siege of the terrorist-held Qala-I-Janghi fortress in Afghanistan. In the interim, our half-a-dozen soldier-characters deliver suitcases stuffed with millions of dollars in cash to 'friendly' Afghan warlords; they penetrate the towering heights of the uncharted Naka Valley, where allied intelligence has identified the mother of all terrorist training camps; they fight in the labyrinthine tunnels running beneath the Afghan mountains; and they risk all to rescue their fellow soldiers from a downed aircraft stranded on a snow-blasted mountain peak. The book culminates in the single battle in which more terrorists were killed than any other in Afghanistan: the siege of Qala-I-Janghi, an ancient mud-walled fortress used to imprison the most dangerous Taliban and Al Qaeda fighters. The battle for Qala-I-Janghi would last a staggering eight days, from the moment of the first shots being fired at the start of the uprising to the hour that the fort yielded up the last Al Qaeda fighters. It is a battle in which over 500 terrorists would die - but which would also claim the life of a US serviceman and dozens of Northern Alliance allies, with scores of severely wounded British and American soldiers. And in the final denouement, this savage battlefield turns out to be populated by the most ultimately shocking enemy - John Walker Lindh, the white American Taliban who held out in the forts' bunker until the very last. At the same time as the story of the fort siege played out on TV screens all across the world, our band of British and American special forces were involved in a secret, deadly dual to rescue their fellow men - a duel that only one side could win.

Lost Vegas: The Redneck Riviera, Existentialist Conversations with Strippers, and the World Series of Poker


Paul McGuire - 2010
    Las Vegas lures you to shed moral responsibility and piss away your money on indulgences like decadent food, entertainment, gambling, and sex. If you don't enjoy these pastimes, then what's the point of visiting the land of compromised values? Where else can you get a cheap steak, crash a Mexican wedding, get cold-decked in blackjack by a dealer named Dong, play video poker for thirteen straight hours, drink pina coladas out of a plastic coconut, bum a cigarette from an 85-year-old woman with an oxygen tank, speed away to the Spearmint Rhino in a free limo, get rubbed by a former Miss Teen USA, puke in the back of a cab driven by a retired Navy SEAL, snort cheap cocaine in the bathroom at O'Sheas, and then catch a lucky card on the river to crack pocket aces and win a poker tournament? Only in Las Vegas.

Strange Crime


Portable Press - 2018
    Dumb crooks, celebrities gone bad, unsolved mysteries, odd laws, and more—Strange Crime has plenty of stories that will make you ask yourself, “What could they possibly have been thinking?” This easily portable paperback book is ideal for readers on the go. Take it to school, to work, to jury duty!

Mobsters in Our Midst: The Kansas City Crime Family


William Ouseley - 2011
    The book includes never-before-published detail of the

Fun Inc.: Why games are the 21st Century's most serious business


Tom Chatfield - 2010
    Fun Inc. dispels these misconceptions, revealing that 40 per cent of all video game players are women, that most of the bestselling console games of all time involve no real-world violence at all, and how World of Warcraft's online community of over 12 million players is changing our understanding of what it means to be sociable in the modern world.But understanding games means a lot more than simply challenging stereotypes. Find out why the South Korean government will invest $200 billion into its video games industry over the next 4 years and how games are used to train the US Military, to model global pandemics and to campaign against human rights abuses in Africa.Game worlds are creating a new science of mass engagement that is starting to transform our understanding of economics, business and communications. Whether you like video games or loathe them, Fun Inc. will show you that you cannot ignore them.

CRUISE FACTS - TRUTH & TIPS ABOUT CRUISE TRAVEL (Traveling Cheapskate Series Book 2)


Ken Rossignol - 2016
    Great tips on when to find the best bargains, how to stay safe and come back alive.

eYE Marty: The Newly Discovered Autobiography of a Comic Genius


Marty Feldman - 2012
    Marty was a professional writer, and considered himself a writer first, and an actor second. Feldman created a number of immensely successful and influential shows such as Marty, The Frost Report and sketches for Monty Python. He was one of the most essential creative forces in British comedy embodied also by his close friends and creative partners from Beyond the Fringe (especially Peter Cook and Dudley Moore) and Monty Python (especially John Cleese, Graham Chapman and Eric Idle).Marty played the fool, often very happily and with tremendous talent and volcanic, anarchic energy, for his entire life. His face is what many people most immediately remember. It was a face that David Frost, one of his bosses, characterised as 'too grotesque' for television - see what Feldman has to say about Frost, and Francis Bacon, and John Lennon...Marty Feldman finished, and set aside eYE Marty soon before travelling to Mexico to shoot his final film. He did not know that he would die there, although he certainly felt he might die soon, and was haunted by the notion. The book is exactly as Feldman wrote it: Mark Flanagan had it transcribed, with even the photos inserted where Feldman had noted they should go. Hilarious, deeply charming, aphoristic, ironic, charged throughout with lust for life and filled with scenes of great vanished eras and and portraits of other performers and friends, eYE Marty is the amazing discovery of the story of a man who was at the heart of the British comedy revolution.

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.

On the Edge: The Spectacular Rise and Fall of Commodore


Brian Bagnall - 2005
    Before Apple, IBM, or Dell, Commodore was the first computer maker to market its machines to the public, selling an estimated 22 million Commodore 64s. These halcyon days were tumultuous, however, owing to the expectations and unsparing tactics of founder Jack Tramiel. Engineers and managers with the company between 1976 and 1994 share their experiences of the groundbreaking moments, soaring business highs, and stunning employee turnover that came along with being on top of the PC world in the early days.