The Doom Box

The Doom Box
Title The Doom Box PDF eBook
Author Greg Farshtey
Publisher Scholastic Paperbacks
Pages 0
Release 2012
Genre Action figures (Toys)
ISBN 9780545465168

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The heroes of Hero Factory must find Core Hunter, an escaped prisoner, before he recovers the components of Doom Box, a super-weapon that can destroy an entire galaxy.

The Doom Box

The Doom Box
Title The Doom Box PDF eBook
Author Greg Farshtey
Publisher Turtleback Books
Pages 0
Release 2012-09
Genre Children's stories
ISBN 9780606267687

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For use in schools and libraries only. The heroes receive dire news: Core, Voltix, XT4, and Thornaxx stole four components of what is said to be a devastating super-weapon called "The Doom Box.

The Doom Box

The Doom Box
Title The Doom Box PDF eBook
Author Greg Farshtey
Publisher
Pages 135
Release 2012
Genre Heroes
ISBN 9781424255894

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The heroes receive dire news: prior to their original capture, Core Hunter, Voltix, XT4, and Thornaxx stole four components of what is said to be a devastating super-weapon called "The Doom Box." This device grows larger on activation, encompassing anything in its path, then collapses in on itself--a serious danger enough--but the box is capable of growing to the size of an entire galaxy! Now that the villains have escaped, they are believed to be out to recover those components, build the weapon, and blackmail the galaxy into giving them power. Hero Factory has to stop them.

Mission 1

Mission 1
Title Mission 1 PDF eBook
Author
Publisher
Pages
Release 2012
Genre
ISBN 9781451779769

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Masters of Doom

Masters of Doom
Title Masters of Doom PDF eBook
Author David Kushner
Publisher Random House
Pages 394
Release 2003-04-24
Genre Biography & Autobiography
ISBN 1588362892

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Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history—Doom and Quake—until the games they made tore them apart. Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it’s like to be young, driven, and wildly creative. “To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses—and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way.”—Mark Leyner, author of I Smell Esther Williams

Restricted Data

Restricted Data
Title Restricted Data PDF eBook
Author Alex Wellerstein
Publisher University of Chicago Press
Pages 558
Release 2021-04-09
Genre History
ISBN 022602038X

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"Nuclear weapons, since their conception, have been the subject of secrecy. In the months after the dropping of the atomic bombs on Hiroshima and Nagasaki, the American scientific establishment, the American government, and the American public all wrestled with what was called the "problem of secrecy," wondering not only whether secrecy was appropriate and effective as a means of controlling this new technology but also whether it was compatible with the country's core values. Out of a messy context of propaganda, confusion, spy scares, and the grave counsel of competing groups of scientists, what historian Alex Wellerstein calls a "new regime of secrecy" was put into place. It was unlike any other previous or since. Nuclear secrets were given their own unique legal designation in American law ("restricted data"), one that operates differently than all other forms of national security classification and exists to this day. Drawing on massive amounts of declassified files, including records released by the government for the first time at the author's request, Restricted Data is a narrative account of nuclear secrecy and the tensions and uncertainty that built as the Cold War continued. In the US, both science and democracy are pitted against nuclear secrecy, and this makes its history uniquely compelling and timely"--

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.