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Unstable Aesthetics

Game Engines and the Strangeness of Modding

Author: Eddie Lohmeyer

Publisher: Bloomsbury Publishing USA

ISBN:

Category: Games & Activities

Page: 216

View: 496

Throughout the 1990s, artists experimented with game engine technologies to disrupt our habitual relationships to video games. They hacked, glitched, and dismantled popular first-person shooters such as Doom (1993) and Quake (1996) to engage players in new kinds of embodied activity. In Unstable Aesthetics: Game Engines and the Strangeness of Art Modding, Eddie Lohmeyer investigates historical episodes of art modding practices-the alteration of a game system's existing code or hardware to generate abstract spaces-situated around a recent archaeology of the game engine: software for rendering two and three-dimensional gameworlds. The contemporary artists highlighted throughout this book-Cory Arcangel, JODI, Julian Oliver, Krista Hoefle, and Brent Watanabe, among others –- were attracted to the architectures of engines because they allowed them to explore vital relationships among abstraction, technology, and the body. Artists employed a range of modding techniques-hacking the ROM chips on Nintendo cartridges to produce experimental video, deconstructing source code to generate psychedelic glitch patterns, and collaging together surreal gameworlds-to intentionally dissect the engine's operations and unveil illusions of movement within algorithmic spaces. Through key moments in game engine history, Lohmeyer formulates a rich phenomenology of video games by focusing on the liminal spaces of interaction among system and body, or rather the strangeness of art modding.

The British National Bibliography

Author: Arthur James Wells

Publisher:

ISBN:

Category: Bibliography, National

Page:

View: 132

Focus on 2D in Direct3D

Author: Ernest Pazera

Publisher: Course Technology

ISBN:

Category: Computers

Page: 271

View: 308

This is the only title available geared to the 2D game developer on the DirectX Direct3D API. The book provides a topic-oriented, focus approach to 2D programming.

PC Gamer

Author:

Publisher:

ISBN:

Category: Computer games

Page:

View: 385

2005 Gamer's Almanac

Your Daily Dose of Tricks, Cheats, and Fascinating Facts

Author: Sean Carton

Publisher: Que Publishing

ISBN:

Category: Computer games

Page: 400

View: 680

The ONLY book of its kind on the market today! Covers gaming on all popular platforms, including PC Xbox and PlayStation.

Game Development and Production

Author: Erik Bethke

Publisher: Wordware Publishing, Inc.

ISBN:

Category: Computers

Page: 412

View: 693

A handbook for game development with coverage of both team management topics, such as task tracking and creating the technical design document, and outsourcing strategies for contents, such as motion capture and voice-over talent. It covers various aspects of game development.

DarkBasic Pro Game Programming

Author: Jonathan S. Harbour

Publisher: Course Technology Ptr

ISBN:

Category: Games & Activities

Page: 577

View: 991

Learn to write 2D and 3D games without any programming experience by harnessing the advanced 2D/3D graphics features of DarkBASIC Professional! Bring the "fun factor" back into game programming and let DarkBASIC Pro handle all the game mechanics behind the scenes--an easy-to-use language with powerful features. Create self-contained executable games with the graphics and sound files stored inside the exe file. No DarkBASIC runtime library is needed: compiled programs are self-contained and require only that DirectX is installed. Finally, a book for complete beginners who want to learn to write games! Revives the language that most game programmers started with: BASIC. Learn to write 2D and 3D games without any programming experience by harnessing the advanced 2D/3D graphics features of DarkBASIC Professional! Bring the "fun factor" back into game programming and let DarkBASIC Pro handle all the game mechanics behind the scenes--an easy-to-use language with powerful features. Create self-contained executable games with the graphics and sound files stored inside the exe file. No DarkBASIC runtime library is needed: compiled programs are self-contained and require only that DirectX is installed. Finally, a book for complete beginners who want to learn to write games! Revives the language that most game programmers started with: BASIC.

Game Programming Gems 6

Author: Michael Dickheiser

Publisher:

ISBN:

Category: Computers

Page: 695

View: 942

Game Programming Gems 6 is the latest ALL new volume in this critically acclaimed series. Filled with insights from game industry pros, this volume provides faster, better, tools and techniques for making the best games possible. These techniques have been used in today?s most successful games and will help solve many of the challenges facing the development team. Not only do they help the team avoid redundancy and save valuable programming hours, but they push the team to approach problems from a new perspective and develop their own tools to prevent future issues. As with all previous volumes, the core areas of graphics, programming, networking, AI, physics, and audio are thoroughly covered and in this volume, new coverage of game testing, wireless gaming, and scripting has also been added. Game Programming Gems 6 is an indispensable resource that every developer must have on their shelves!

Game Cultures: Computer Games As New Media

Computer Games as New Media

Author: Dovey, Jon

Publisher: McGraw-Hill Education (UK)

ISBN:

Category: Social Science

Page: 171

View: 545

This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. This is key reading for students, academics and industry practitioners in the fields of cultural studies, new media, media studies and game studies, as well as human-computer interaction and cyberculture.

Game Informer Magazine

For Video Game Enthusiasts

Author:

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ISBN:

Category: Computer games

Page:

View: 601

Computer Gaming World

Author:

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ISBN:

Category: Computer games

Page:

View: 164

eSports Yearbook 2015/16

Author: Tobias M. Scholz

Publisher: BoD – Books on Demand

ISBN:

Category: Sports & Recreation

Page: 116

View: 633

This year's issue contains several articles about eSports. This time there are more research articles included. The topics range from research about eSports spectatorship, the informal roles in Counter-Strike Teams, a potential reverse gamification effect, the chances of eSports being an Olympic discipline, the connection between League of Legend teams and the owning corporations, the ergonomics in eSports and the health perception of gamers, to the potential shift in FPS games. The book is a statement: eSports is not only booming in the business context but increasingly gains attention in research as well.

Dr. Dobb's Journal

Software Tools for the Professional Programmer

Author:

Publisher:

ISBN:

Category: Microcomputers

Page:

View: 365

Game Creation and Careers

Insider Secrets from Industry Experts

Author: Marc Saltzman

Publisher: New Riders Pub

ISBN:

Category: Games & Activities

Page: 707

View: 355

Provides an overview of game creation and includes insider tips, tricks, and techniques, and describes the workings of the business side of the game industry, game design schools and courses, and other useful sources.

Business Periodicals Index

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Category: Business

Page:

View: 174

Linux Journal

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ISBN:

Category: Linux

Page:

View: 501

Proceedings ... Web3D Symposium

Author:

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Category: VRML (Computer program language)

Page:

View: 635

Environment Abstracts

Author:

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ISBN:

Category: Ecology

Page:

View: 566

This database encompasses all aspects of the impact of people and technology on the environment and the effectiveness of remedial policies and technologies, featuring more than 950 journals published in the U.S. and abroad. The database also covers conference papers and proceedings, special reports from international agencies, non-governmental organizations, universities, associations and private corporations. Other materials selectively indexed include significant monographs, government studies and newsletters.

Electronic Musician

Author:

Publisher:

ISBN:

Category: Electronic music

Page:

View: 561

ACADIA '97

Representation & Design : the 16th Annual Conference of the Association for Computer Aided Design in Architecture, Cincinnati, Ohio, October 3-5, 1997

Author: James Peter Jordan

Publisher:

ISBN:

Category: Architectural design

Page: 330

View: 950

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