Retrogame Archeology
Title | Retrogame Archeology PDF eBook |
Author | John Aycock |
Publisher | Springer |
Pages | 234 |
Release | 2016-05-09 |
Genre | Computers |
ISBN | 3319300040 |
Drawing on extensive research, this book explores the techniques that old computer games used to run on tightly-constrained platforms. Retrogame developers faced incredible challenges of limited space, computing power, rudimentary tools, and the lack of homogeneous environments. Using examples from over 100 retrogames, this book examines the clever implementation tricks that game designers employed to make their creations possible, documenting these techniques that are being lost. However, these retrogame techniques have modern analogues and applications in general computer systems, not just games, and this book makes these contemporary connections. It also uses retrogames' implementation to introduce a wide variety of topics in computer systems including memory management, interpretation, data compression, procedural content generation, and software protection. Retrogame Archeology targets professionals and advanced-level students in computer science, engineering, and mathematics but would also be of interest to retrogame enthusiasts, computer historians, and game studies researchers in the humanities.
Archaeology Outside the Box
Title | Archaeology Outside the Box PDF eBook |
Author | Hans Barnard |
Publisher | Cotsen Institute of Archaeology Press |
Pages | 400 |
Release | 2022-12-31 |
Genre | Social Science |
ISBN | 1950446328 |
Archaeology Outside the Box makes contemporary archaeology germane to the general public as well as to researchers in other disciplines. In thirty-one richly illustrated chapters, a wide variety of projects is presented by an international group of anthropologists, archaeologists, architects, and artists. These aim to broaden the applicability of archaeology by reflecting on archaeological remains in novel ways, or by addressing contemporary concerns with archaeological theory and research methods. Demonstrating the fascinating and pertinent nature of archaeology, the authors go far beyond its definition as a discipline that unearths objects of ancient material culture. Many chapters also provide arguments relevant to the soul-searching discussions currently taking place within archaeology worldwide and accelerated by the Black Lives Matter movement and the recent Covid-19 pandemic.
Amnesia Remembered
Title | Amnesia Remembered PDF eBook |
Author | John Aycock |
Publisher | Berghahn Books |
Pages | 210 |
Release | 2023-03-10 |
Genre | Social Science |
ISBN | 1800738684 |
Our modern culture is increasingly expressed in the form of digital artifacts, yet archaeology is in its infancy when it comes to researching and understanding them. The study and reverse engineering of digital artifacts is no longer the exclusive domain of computer scientists. Presented by way of analogy to the process of archaeological fieldwork familiar to readers, the 1986 Electronic Arts game Amnesia is used as a vehicle to explain the procedure and thought process required to reverse engineer a digital artifact. As a go-to reference to learn how to begin studying the digital, Amnesia is shown to be a multi-layered artifact with a complex backstory; through it, topics in data compression, copy protection, memory management, and programming languages are covered.
Practical Archaeogaming
Title | Practical Archaeogaming PDF eBook |
Author | Dr. Andrew Reinhard |
Publisher | Berghahn Books |
Pages | 242 |
Release | 2024-05-03 |
Genre | Social Science |
ISBN | 1805395351 |
As a sequel to Archaeogaming: an Introduction to Archaeology in and of Video Games, the author focuses on the practical and applied side of the discipline, collecting recent digital fieldwork together in one place for the first time to share new methods in treating interactive digital built environments as sites for archaeological investigation. Fully executed examples of practical and applied archaeogaming include the necessity of a rapid archaeology of digital built environments, the creation of a Harris matrix for software stratigraphy, the ethnographic work behind a human civilization trapped in an unstable digital landscape, how to conduct photogrammetry and GIS mapping in procedurally generated space, and how to transform digital artifacts into printed three-dimensional objects. Additionally, the results of the 2014 Atari excavation in Alamogordo, New Mexico are summarized for the first time.
Game Engine Black Book: Wolfenstein 3D
Title | Game Engine Black Book: Wolfenstein 3D PDF eBook |
Author | Fabien Sanglard |
Publisher | Software Wizards |
Pages | 320 |
Release | |
Genre | Computers |
ISBN |
How was Wolfenstein 3D made and what were the secrets of its speed? How did id Software manage to turn a machine designed to display static images for word processing and spreadsheet applications into the best gaming platform in the world, capable of running games at seventy frames per seconds? If you have ever asked yourself these questions, Game Engine Black Book is for you. This is an engineering book. You will not find much prose in here (the author’s English is broken anyway.) Instead, this book has only bit of text and plenty of drawings attempting to describe in great detail the Wolfenstein 3D game engine and its hardware, the IBM PC with an Intel 386 CPU and a VGA graphic card. Game Engine Black Book details techniques such as raycasting, compiled scalers, deferred rendition, VGA Mode-Y, linear feedback shift register, fixed point arithmetic, pulse width modulation, runtime generated code, self-modifying code, and many others tricks. Open up to discover the architecture of the software which pioneered the First Person Shooter genre.
Research Anthology on Game Design, Development, Usage, and Social Impact
Title | Research Anthology on Game Design, Development, Usage, and Social Impact PDF eBook |
Author | Management Association, Information Resources |
Publisher | IGI Global |
Pages | 2034 |
Release | 2022-10-07 |
Genre | Computers |
ISBN | 1668475901 |
Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators of both K-12 and higher education, students of higher education, librarians, government officials, business leaders and executives, researchers, and academicians.
Virtual Heritage
Title | Virtual Heritage PDF eBook |
Author | Erik Malcolm Champion |
Publisher | Ubiquity Press |
Pages | 153 |
Release | 2021-07-22 |
Genre | Social Science |
ISBN | 1914481011 |
Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments.