Book picks similar to
Best of Game Programming Gems by Mark DeLoura
programming
game-development
gamedev
games
How Games Move Us: Emotion by Design
Katherine Isbister - 2016
But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples -- drawn from popular, indie, and art games -- that unpack the gamer's experience.Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train.Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.
MCTS Self-Paced Training Kit (Exam 70-536): Microsoft® .NET Framework 2.0�Application Development Foundation: Microsoft .NET Framework 2.0--Application Development Foundation
Tony Northrup - 2006
Work at your own pace through a series of lessons and reviews that fully cover each exam objective. Then, reinforce what you’ve learned by applying your knowledge to real-world case scenarios and labs. This official Microsoft study guide is designed to help you make the most of your study time.Maximize your performance on the exam by learning to:Use system types, collections, and generics to help manage data Validate input, reformat text, and extract data with regular expressions Develop services, application domains, and multithreaded applications Enhance your application by adding graphics and images Implement code access security, role-based security, and data encryption Work with serialization and reflection techniques Instrument your applications with logging and tracing Interact with legacy code using COM Interop and PInvoke Practice TestsAssess your skills with practice tests on CD. You can work through hundreds of questions using multiple testing modes to meet your specific learning needs. You get detailed explanations for right and wrong answers—including a customized learning path that describes how and where to focus your studies.Your kit includes:15% exam discount from Microsoft. (Limited time offer). Details inside. Official self-paced study guide. Practice tests with multiple, customizable testing options and a learning plan based on your results. 450 practice and review questions. Case scenarios and lab exercises. Code samples on CD. 90-day evaluation version of Microsoft Visual Studio 2005 Professional Edition. Fully searchable eBook. A Note Regarding the CD or DVDThe print version of this book ships with a CD or DVD. For those customers purchasing one of the digital formats in which this book is available, we are pleased to offer the CD/DVD content as a free download via O'Reilly Media's Digital Distribution services. To download this content, please visit O'Reilly's web site, search for the title of this book to find its catalog page, and click on the link below the cover image (Examples, Companion Content, or Practice Files). Note that while we provide as much of the media content as we are able via free download, we are sometimes limited by licensing restrictions. Please direct any questions or concerns to booktech@oreilly.com.
Land of LISP: Learn to Program in LISP, One Game at a Time!
Conrad Barski - 2010
Land of Lisp brings the language into the real world, teaching Lisp by showing readers how to write several complete Lisp-based games, including a text adventure, an evolution simulation, and a robot battle. While building these games, readers learn the core concepts of Lisp programming, such as data types, recursion, input/output, object-oriented programming, and macros. And thanks to the power of Lisp, the code is short. Rather than bogging things down with reference information that is easily found online, Land of Lisp focuses on using Lisp for real programming. The book is filled with the author Conrad Barski's famous Lisp cartoons, featuring the Lisp alien and other zany characters.
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
The CRPG Book Project - Expanded Edition
Felipe Pepe - 2018
The completed ebook was first released as a free PDF in 2018, getting over 160,000 downloads. A deal was then made with Bitmap Books, which published a limited hardcover version of the book in 2019. All of the author’s profits (£20.992 as of January 2022) were donated to Vocação, a Brazilian NGO that helps kids and teenagers from poor areas to get a better education and find employment.In 2022, a new expanded edition was released, now with 160 extra pages, addressing issues with the previous release and expanding it to include games that were never released in English, as well as MMOs, MUDs, RPG Maker titles and more.This expanded edition is freely available for download at the project's website.
Pro C# 3.0 and the .NET 3.5 Framework (Pro)
Andrew Troelsen - 2007
Since that time, this text has been revised, tweaked, and enhanced to account for the changes found within each release of the .NET platform (1.1, 2.0, 3.0 and now 3.5)..NET 3.0 was more of an augmentative release, essentially providing three new APIs: Windows Presentation Foundation (WPF), Windows Communication Foundation (WCF) and Windows Workflow Foundation (WF). As you would expect, coverage of the "W's" has been expanded a great deal in this version of the book from the previous Special Edition text.Unlike .NET 3.0, .NET 3.5 provides dozens of C# language features and .NET APIs. This edition of the book will walk you through all of this material using the same readable approach as was found in previous editions. Rest assured, you'll find detailed coverage of Language Integrated Query (LINQ), the C# 2008 language changes (automatic properties, extension methods, anonymous types, etc.) and the numerous bells and whistles of Visual Studio 2008. What you'll learn Everything you need to knowget up to speed with C# 2008 quickly and efficiently. Discover all the new .NET 3.5 featuresLanguage Integrated Query, anonymous types, extension methods, automatic properties, and more. Get a professional footholdtargeted to appeal to experienced software professionals, this book gives you the facts you need the way you need to see them. A rock-solid foundationfocuses on everything you need to be a successful .NET 3.5 programmer, not just the new features. Get comfortable with all the core aspects of the platform including assemblies, remoting, Windows Forms, Web Forms, ADO.NET, XML web services, and much more. Who this book is forIf you're checking out this book for the first time, understand that it targets experienced software professionals and/or students of computer science (so please don't expect three chapters devoted to "for" loops). The mission of this text is to provide you with a rock-solid foundation to the C# 2008 programming language and the core aspects of the .NET platform (object-oriented programming, assemblies, file IO, Windows Forms/WPF, ASP.NET, ADO.NET, WCF, WF, etc.). Once you digest the information presented in these 33 chapters, you'll be in a perfect position to apply this knowledge to your specific programming assignments, and you'll be well equipped to explore the .NET universe on your own terms. "
Fundamentals of Software Architecture: An Engineering Approach
Mark Richards - 2020
Until now. This practical guide provides the first comprehensive overview of software architecture's many aspects. You'll examine architectural characteristics, architectural patterns, component determination, diagramming and presenting architecture, evolutionary architecture, and many other topics.Authors Neal Ford and Mark Richards help you learn through examples in a variety of popular programming languages, such as Java, C#, JavaScript, and others. You'll focus on architecture principles with examples that apply across all technology stacks.
Practical Object Oriented Design in Ruby
Sandi Metz - 2012
The Web is awash in Ruby code that is now virtually impossible to change or extend. This text helps you solve that problem by using powerful real-world object-oriented design techniques, which it thoroughly explains using simple and practical Ruby examples. Sandi Metz has distilled a lifetime of conversations and presentations about object-oriented design into a set of Ruby-focused practices for crafting manageable, extensible, and pleasing code. She shows you how to build new applications that can survive success and repair existing applications that have become impossible to change. Each technique is illustrated with extended examples, all downloadable from the companion Web site, poodr.info. The first title to focus squarely on object-oriented Ruby application design,
Practical Object-Oriented Design in Ruby
will guide you to superior outcomes, whatever your previous Ruby experience. Novice Ruby programmers will find specific rules to live by; intermediate Ruby programmers will find valuable principles they can flexibly interpret and apply; and advanced Ruby programmers will find a common language they can use to lead development and guide their colleagues. This guide will help you Understand how object-oriented programming can help you craft Ruby code that is easier to maintain and upgrade Decide what belongs in a single Ruby class Avoid entangling objects that should be kept separate Define flexible interfaces among objects Reduce programming overhead costs with duck typing Successfully apply inheritance Build objects via composition Design cost-effective tests Solve common problems associated with poorly designed Ruby code
The Art of Computer Programming, Volumes 1-4a Boxed Set
Donald Ervin Knuth - 2011
Scientists have marveled at the beauty and elegance of his analysis, while ordinary programmers have successfully applied his "cookbook" solutions to their day-to-day problems. All have admired Knuth for the breadth, clarity, accuracy, and good humor found in his books. "I can't begin to tell you how many pleasurable hours of study and recreation they have afforded me I have pored over them in cars, restaurants, at work, at home... and even at a Little League game when my son wasn't in the line-up.""--"Charles Long Primarily written as a reference, some people have nevertheless found it possible and interesting to read each volume from beginning to end. A programmer in China even compared the experience to reading a poem. "If you think you're a really good programmer... read Knuth's] "Art of Computer Programming.".. You should definitely send me a resume if you can read the whole thing.""--"Bill Gates Whatever your background, if you need to do any serious computer programming, you will find your own good reason to make each volume in this series a readily accessible part of your scholarly or professional library. "It's always a pleasure when a problem is hard enough that you have to get the Knuths off the shelf. I find that merely opening one has a very useful terrorizing effect on computers.""--"Jonathan LaventholIn describing the new fourth volume, one reviewer listed the qualities that distinguish all of Knuth's work. In sum: ] "detailed coverage of the basics, illustrated with well-chosen examples; occasional forays into more esoteric topics and problems at the frontiers of research; impeccable writing peppered with occasional bits of humor; extensive collections of exercises, all with solutions or helpful hints; a careful attention to history; implementations of many of the algorithms in his classic step-by-step form."--Frank RuskeyThese four books comprise what easily could be the most important set of information on any serious programmer's bookshelf.
The C Programming Language
Brian W. Kernighan - 1978
It is the definitive reference guide, now in a second edition. Although the first edition was written in 1978, it continues to be a worldwide best-seller. This second edition brings the classic original up to date to include the ANSI standard. From the Preface: We have tried to retain the brevity of the first edition. C is not a big language, and it is not well served by a big book. We have improved the exposition of critical features, such as pointers, that are central to C programming. We have refined the original examples, and have added new examples in several chapters. For instance, the treatment of complicated declarations is augmented by programs that convert declarations into words and vice versa. As before, all examples have been tested directly from the text, which is in machine-readable form. As we said in the first preface to the first edition, C "wears well as one's experience with it grows." With a decade more experience, we still feel that way. We hope that this book will help you to learn C and use it well.
The Art of Point-and-Click Adventure Games
Steve Jarrett - 2018
It will also contain extensive and exclusive interviews with the key developers, designers and artists behind some of the most beloved games and characters in the history of the medium. The book starts with a foreword by Gary Whitta (PC Gamer magazine/Rogue One: A Star Wars Story).Interviewees for the book include (in no particular order) Tim Schafer, Robyn Miller, Ron Gilbert, David Fox, Aric Wilmunder, Richard Hare, Hal Barwood, Gary Winnick, Noah Falstein, Mark Ferrari, Dave Gibbons, Jane Jensen, Simon Woodroffe, Steve Stamatiadis, Louis Castle, Gregg Barnett, Al Lowe, Brian Moriarty, Charles Cecil and Paul Cuisset - plus plenty more…As you can see from the list, the book covers titles such as King’s Quest, Myst, Toonstruck, Discworld, Blade Runner, Gabriel Knight, The Flight of the Amazon Queen, Simon the Sorcerer and of course other classics, such as The Secret of Monkey Island, The Dig, Maniac Mansion and Full Throttle. All of the most famous and iconic point-and-click adventures are going to be covered, as well as some lesser-known games and home-brew efforts.
Silent Hill: The Terror Engine
Bernard Perron - 2012
P. Wolf and Bernard Perron, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. Perron situates the games within the survival horror genre, both by looking at the history of the genre and by comparing Silent Hill with such important forerunners as Alone in the Dark and Resident Evil. Taking a transmedia approach and underlining the designer's cinematic and literary influences, he uses the narrative structure; the techniques of imagery, sound, and music employed; the game mechanics; and the fiction, artifact, and gameplay emotions elicited by the games to explore the specific fears survival horror games are designed to provoke and how the experience as a whole has made the Silent Hill series one of the major landmarks of video game history.
Arcade Mania: The Turbo-Charged World of Japan's Game Centers
Brian Ashcraft - 2008
Another thing that makes Japan unique in the gaming world is the prevalence of game arcades. While the game arcade scene has died in the U.S., there are 9,500 "game centers" in Japan with more than 445,000 game machines. Arcade Mania introduces overseas readers to the fascinating world of the Japanese gemu senta. Organized as a guided tour of a typical game center, the book is divided into nine chapters, each of which deals with a different kind of game, starting with the UFO catchers and print club machines at the entrance and continuing through rhythm games, fighting games, shooting games, retro games, gambling games, card-based games, and only-in-Japan games. Covering classic games from Space Invaders to Street Fighter, games that are familiar to Americans in their home console versions (Rock Band, Guitar Hero and Dance, Dance Revolution), as well as the unique, quirky games found only in Japan, Arcade Mania is crammed full of interviews with game makers and star players, and packed with facts about the history, background and characteristics of each game, all lavishly illustrated with photographs and game graphics. This book is a must-have for gamers everywhere.
High Performance Web Sites
Steve Souders - 2007
Author Steve Souders, in his job as Chief Performance Yahoo!, collected these best practices while optimizing some of the most-visited pages on the Web. Even sites that had already been highly optimized, such as Yahoo! Search and the Yahoo! Front Page, were able to benefit from these surprisingly simple performance guidelines.The rules in High Performance Web Sites explain how you can optimize the performance of the Ajax, CSS, JavaScript, Flash, and images that you've already built into your site -- adjustments that are critical for any rich web application. Other sources of information pay a lot of attention to tuning web servers, databases, and hardware, but the bulk of display time is taken up on the browser side and by the communication between server and browser. High Performance Web Sites covers every aspect of that process.Each performance rule is supported by specific examples, and code snippets are available on the book's companion web site. The rules include how to: Make Fewer HTTP RequestsUse a Content Delivery NetworkAdd an Expires HeaderGzip ComponentsPut Stylesheets at the TopPut Scripts at the BottomAvoid CSS ExpressionsMake JavaScript and CSS ExternalReduce DNS LookupsMinify JavaScriptAvoid RedirectsRemove Duplicates ScriptsConfigure ETagsMake Ajax CacheableIf you're building pages for high traffic destinations and want to optimize the experience of users visiting your site, this book is indispensable.If everyone would implement just 20% of Steve's guidelines, the Web would be adramatically better place. Between this book and Steve's YSlow extension, there's reallyno excuse for having a sluggish web site anymore.-Joe Hewitt, Developer of Firebug debugger and Mozilla's DOM InspectorSteve Souders has done a fantastic job of distilling a massive, semi-arcane art down to a set of concise, actionable, pragmatic engineering steps that will change the world of web performance.-Eric Lawrence, Developer of the Fiddler Web Debugger, Microsoft Corporation