Doom Clone

Doom Clone
Title Doom Clone PDF eBook
Author Melanie Joyce
Publisher eBook Partnership
Pages 30
Release 2013-01-02
Genre
ISBN 1781473536

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The Full Flight series of reading books are for children and young adults aged 8 to 14 and over who are struggling to read. Each book has been carefully written for those with a reading age of approximately 7 to 8, but are packed full of adventure and brilliant illustrations to really grab the reader interest. Ed, Carla and their Dad are heading out to the country for a camping trip. But do they know that they are being followed.

Game Engine Black Book: DOOM

Game Engine Black Book: DOOM
Title Game Engine Black Book: DOOM PDF eBook
Author Fabien Sanglard
Publisher Software Wizards
Pages 432
Release
Genre Computers
ISBN

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It was early 1993 and id Software was at the top of the PC gaming industry. Wolfenstein 3D had established the First Person Shooter genre and sales of its sequel Spear of Destiny were skyrocketing. The technology and tools id had taken years to develop were no match for their many competitors. It would have been easy for id to coast on their success, but instead they made the audacious decision to throw away everything they had built and start from scratch. Game Engine Black Book: Doom is the story of how they did it. This is a book about history and engineering. Don’t expect much prose (the author’s English has improved since the first book but is still broken). Instead you will find inside extensive descriptions and drawings to better understand all the challenges id Software had to overcome. From the hardware -- the Intel 486 CPU, the Motorola 68040 CPU, and the NeXT workstations -- to the game engine’s revolutionary design, open up to learn how DOOM changed the gaming industry and became a legend among video games.

The Shipyards of Doom

The Shipyards of Doom
Title The Shipyards of Doom PDF eBook
Author Perfection Learning Corporation
Publisher Perfection Learning
Pages 0
Release 2008-10-07
Genre Good and evil
ISBN 9781606864302

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In the early days of the Clone Wars, the separatists are quickly gaining the upper hand with thier incredible speed at manufacturing warships and it's up to Jedi knights Anakin Skywalker, Obi-Wan Kenobi, and feisty Padawan newcomer Ahsoka Tano to infiltrate the Banking Clan Shipyards undetected if they hope to hamper ship production.

Networking and Online Games

Networking and Online Games
Title Networking and Online Games PDF eBook
Author Grenville Armitage
Publisher John Wiley & Sons
Pages 232
Release 2006-08-04
Genre Technology & Engineering
ISBN 0470030461

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The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements. Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network. Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation) Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.

Fifty Key Video Games

Fifty Key Video Games
Title Fifty Key Video Games PDF eBook
Author Bernard Perron
Publisher Taylor & Francis
Pages 349
Release 2022-07-26
Genre Games & Activities
ISBN 1000596230

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This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.

Halo Effect

Halo Effect
Title Halo Effect PDF eBook
Author Glenn Yeffeth
Publisher BenBella Books, Inc.
Pages 212
Release 2007-03-11
Genre Games & Activities
ISBN 1935251597

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Halo Effect is an unauthorized collection of essays on the bestselling video game Halo. Examining the Halo phenomenon from every angle—from profiling the greatest Halo player who ever lived to providing a behind-the-scenes look at the making of the wildly popular, virtual-reality Halo movies—this guide is the ultimate companion for anyone who wants to truly understand this amazingly successful video game. With discussions on the role of religion and science in the game, this collection of essays also looks into the creation of and community reaction to the launch of the Halo series.

Cloning Terror

Cloning Terror
Title Cloning Terror PDF eBook
Author W. J. T. Mitchell
Publisher University of Chicago Press
Pages 239
Release 2011
Genre Art
ISBN 0226532607

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The phrase 'War on Terror' has quietly been retired from official usage, but it persists in the American psyche, and our understanding of it is hardly complete. Exploring the role of verbal and visual images in the War on Terror, the author finds a conflict whose shaky metaphoric and imaginary conception has created its own reality.