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Game Physics (Morgan Kaufmann Series in Interactive 3D Technology)
Authors:

David H. Eberly

Publisher:

Morgan Kaufmann

Publication Date:

Not available

ISBN:

1558607404

Average Rating:
Not available

Game Physics is an introduction to the ideas and techniques needed to create physically realistic 3D graphic environments. As a companion volume to Dave... Eberly's industry standard 3D Game Engine Design, Game Physics shares a similar practical approach and format. Dave includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them. He then describes all the algorithmic foundations and uses code examples and working source code to show how they are implemented, culminating in a large collection of physical simulations. This book tackles the complex, challenging issues that other books avoid, including Lagrangian dynamics, rigid body dynamics, impulse methods, resting contact, linear complementarity problems, deformable bodies, mass-spring systems, friction, numerical solution of differential equations, numerical stability and its relationship to physical stability, and Verlet integration methods. Dave even describes when real physics isn't necessary-and hacked physics will do. *CD-ROM with extensive C++ source code that supports physical simulation. Operating Systems and compilers that are supported: Windows 2000/XP (Visual C++ versions 6, 7.0, and 7.1), Linux (g++ 3.x), Macintosh OS 10.3 (Xcode, CodeWarrior 9), SGI IRIX (Mips Pro 7.x), HP-UX (aCC), and Sun Solaris (g++ 3.x). The source is compatible with many game engines-including the Wild Magic engine, for which the complete source code is included.*Contains sample applications for shader programs (OpenGL and DirectX), including deformation by vertex displacement, skin and bones for smooth object animation, rippling ocean waves with realistic lighting, refraction effects, Fresnel reflectance, and iridescence.*Covers special topics not found elsewhere, such as linear complementarity problems and Lagrangian dynamics.*Includes exercises for instructional use and a review of essential mathematics.

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Game Programming All in One
Authors:

Jonathan S. Harbour

Publisher:

Course Technology PTR

Publication Date:

Not available

ISBN:

1598632892

Average Rating:
Not available

Game Programming All in One, 3rd Edition provides a fun learning experience on how to program 2D-based games with C using the cross-platform,... open-source Allegro game library. Artwork will be provided by real-world animators. Several high-quality sample games will be featured and developed. A focused and to-the-point book, it concentrates on the important tasks--building gameplay, not a graphics demo. It speaks to the aspiring game programmer who is looking to break into the game industry. By covering cross-platform tools, this book reaches out to a wide audience, covering the most important game programming topics. A new addition to this latest edition is the coverage of multiplayer programming using cross-platform libraries that work with Allegro.

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Game Programming in C++: Start to Finish (Charles River Media Game...
Authors:

Erik Yuzwa

Publisher:

Charles River Media

Publication Date:

Not available

ISBN:

1584504323

Average Rating:
Not available

Welcome to the exciting world of game programming! If you're already familiar with the C++ programming language and want to learn how to program games,... this book is for you. Game Programming in C++: Start to Finish will help you learn how to turn your own game fantasies into playable realities! Over the course of the book, you'll learn the popular techniques and practices behind today's games. Not only will you add a lot of theory to your game programming toolkit, but you'll also create a small basic game from scratch - SuperAsteriodArena. While you'll focus on using the SDL and the OpenGL libraries to learn game programming, you'll also learn the essential Windows principles that you'll need to create just about any kind of game with any other API such as DirectX. This easy-to-follow book takes current game programming information and filters it down to a practical level. Each chapter and subsection builds upon previous chapters and topics in a tutorial format, allowing you to progress at your own pace. As you work through the book, you'll build the SuperAsteriodArena game, beginning with engine creation and 3D programming with SDL and OpenGL. From there you'll move on to animation effects, audio, collision detection, networking, and finalizing the game. A variety of tools are used throughout, including Visual Studio and OpenGL, SDL, Autodesk 3ds Max, and the Audacity sound tool.

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Gamers at Work: Stories Behind the Games People Play
Authors:

Morgan Ramsay

Publisher:

Apress

Publication Date:

Not available

ISBN:

1430233516

Average Rating:
Not available

"Gamers at Work is a critical resource for new and experienced business leaders—for anyone who feels unprepared for the demanding and seemingly... insurmountable trials ahead of them." —Peter Molyneux OBE, founder, Lionhead Studios"Gamers at Work explores every imaginable subtlety of the video-game industry through the fascinating stories of those who took the risks and reaped the rewards." —Hal Halpin, president, Entertainment Consumers Association"I couldn't have dreamed of ever getting the amount of advice that is contained within this book." —Josh Fairhurst, cofounder, Mighty Rabbit Studios"This is the sort of book that can tear the most hardcore gamers away from their PCs, Macs, or consoles for a few hours of rewarding reading." —North County TimesThere are few companies in the video-game industry that have withstood the test of time; most startups exit as quickly as they enter. In Gamers at Work: Stories Behind the Games People Play, the countless challenges of building successful video-game developers and publishers in this unstable industry are explored through interviews containing entertaining stories, humorous anecdotes, and lessons learned the hard way.Gamers at Work presents an inside look at how 18 industry leaders play the odds, seize opportunities, and transform small businesses into great businesses. Here, in Gamers at Work, you will find their stories replete with their personal struggles, corporate intrigue, and insights into strategy, leadership, and management.Gamers at Work:Explores the formation of entertainment software companies from the perspectives of successful founders who played the oddsProvides insight into why experienced professionals sacrifice the comfort of gainful employment for the uncertainty and risk of the startupShares the experiences and lessons that shape the lives, decisions, and struggles of entrepreneurs in this volatile businessFeatured Entrepreneurs:Trip Hawkins, Electronic Arts (Madden NFL)Nolan Bushnell, Atari (Pong)Wild Bill Stealey, MicroProse Software (Sid Meier's Civilization)Tony Goodman, Ensemble Studios (Age of Empires)Feargus Urquhart, Obsidian Entertainment (Star Wars: Knights of the Old Republic II)Tim Cain, Troika Games (Arcanum, Vampire: The Masquerade—Bloodlines)Warren Spector, Junction Point Studios (Disney Epic Mickey)Doug and Gary Carlston, Broderbund Software (Prince of Persia, Carmen Sandiego)Don Daglow, Stormfront Studios (Neverwinter Nights, Tony La Russa Baseball)John Smedley, Verant Interactive (EverQuest, PlanetSide)Ken Williams, Sierra On-Line (King's Quest, Leisure Suit Larry)Lorne Lanning, Oddworld Inhabitants (Oddworld)Chris Ulm, Appy Entertainment (FaceFighter, Trucks & Skulls)Tobi Saulnier, 1st Playable (Kung Zhu, Yogi Bear)Christopher Weaver, Bethesda Softworks (The Elder Scrolls)Jason Rubin, Naughty Dog (Crash Bandicoot, Jak and Daxter)Ted Price, Insomniac Games (Spyro, Ratchet & Clank)

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Gamer Theory
Authors:

McKenzie Wark

Publisher:

Harvard University Press

Publication Date:

Not available

ISBN:

0674025199

Average Rating:
Not available

Listen to a short interview with McKenzie Wark Host: Chris Gondek | Producer: Heron & Crane Ever get the feeling that life's a game with changing... rules and no clear sides, one you are compelled to play yet cannot win? Welcome to gamespace. Gamespace is where and how we live today. It is everywhere and nowhere: the main chance, the best shot, the big leagues, the only game in town. In a world thus configured, McKenzie Wark contends, digital computer games are the emergent cultural form of the times. Where others argue obsessively over violence in games, Wark approaches them as a utopian version of the world in which we actually live. Playing against the machine on a game console, we enjoy the only truly level playing field--where we get ahead on our strengths or not at all. Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society. The book depicts a world becoming an inescapable series of less and less perfect games. This world gives rise to a new persona. In place of the subject or citizen stands the gamer. As all previous such personae had their breviaries and manuals, Gamer Theory seeks to offer guidance for thinking within this new character. Neither a strategy guide nor a cheat sheet for improving one's score or skills, the book is instead a primer in thinking about a world made over as a gamespace, recast as an imperfect copy of the game.

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Games Advisors Play: Foreign Policy in the Nixon and Carter...
Authors:

Jean A. Garrison

Publisher:

Texas A&M University Press

Publication Date:

Not available

ISBN:

0890968624

Average Rating:
Not available

What happens when presidential advisors, in Machiavellian terms, think more of themselves than of the prince and seek their own profit more than the... goals of the president or the "good of the realm"? In Games Advisors Play, Jean A. Garrison examines case studies of foreign policy in the Nixon and Carter administrations and addresses how and why advisors manipulate the group process, under what conditions advisors engage in power games, and in what situations they are most effective in influencing presidential policy choices.Given the high stakes, policy advocates employ various tactics to manipulate the advisory process and decision outcome. Three types of tactics are used: structural maneuvers, procedural maneuvers, and interpersonal maneuvers. Although these tools are important to the success of an advisor, the advisory process is a dynamic group process, and advisors must recognize that others have potential influence as well. The effectiveness of advisors therefore also depends on their power and authority, their manipulative skills, their interpersonal communication skills, and the relationships among members of the inner circle.Using the internal policy debate over arms control to trace the influence advisors have on specific decisions, Garrison compares the power games in Nixon's hierarchical system Number Three: Joseph V. Hughes, Jr., and Holly O. Hughes Series in the Presidency and Leadership Studies to Carter's more open advisory system. The disparate advisory systems provided advisors with different opportunities to influence the president and overall policy making.As a contribution to the decision-making literature in foreign policy, Games Advisers Play challenges static conceptions of the advisory process. Foreign-policy scholars, presidential scholars, and political psychologists will find this an exciting and thought-provoking study.

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Games against Nature: An Eco-Cultural History of the Nunu of...
Authors:

Robert Harms

Publisher:

Cambridge University Press

Publication Date:

Not available

ISBN:

0521655358

Average Rating:
Not available

In this book, Robert Harms makes an important advance toward recovering the history of the people of the rain forest by telling the story of the Nunu,... who live in and around swampy floodplains of the middle Zaire River. Using concepts drawn from game theory, Professor Harms explores the changing relationship between nature and culture among the Nunu. Picturing Nunu society as animated by a never-ending competition among lineages and households, he traces how the competition pushed people into new environments, and how adaption to the new environment, in turn, led to new forms of competition.

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Games and Activities for Exploring Feelings with Children: Giving...
Authors:

Vanessa Rogers

Publisher:

Jessica Kingsley Publishers

Publication Date:

Not available

ISBN:

1849052220

Average Rating:
Not available

This is a fun, imaginative and creative resource designed to help children aged 7-13 get thinking and talking about their feelings and the issues that... affect their lives. It is packed full with games and activities that help children explore their emotions and express themselves positively. Activities surrounding issues such as peer relationships and friendships, bullying, offending, participation and citizenship are designed to build self-esteem, raise aspirations and increase motivation. They will also enhance emotional well-being and develop protective behaviours, encouraging children to speak out rather than act out, and helping to keep them safe and happy. This is an ideal resource for all those working with children and looking for new and exciting ideas for games and activities, including teachers, youth workers, social workers and counsellors.

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Games and Decision Making
Authors:

Charalambos D. Aliprantis

Publisher:

Oxford University Press, USA

Publication Date:

Not available

ISBN:

019530022X

Average Rating:
Not available

Games and Decision Making, Second Edition, is a unique blend of decision theory and game theory. From classical optimization to modern game theory,... authors Charalambos D. Aliprantis and Subir K. Chakrabarti show the importance of mathematical knowledge in understanding and analyzing issues in decision making. Through an imaginative selection of topics, Aliprantis and Chakrabarti treat decision and game theory as part of one body of knowledge. They move from problems involving the individual decision-maker to progressively more complex problems such as sequential rationality, auctions, and bargaining. By building each chapter on material presented earlier, the authors offer a self-contained and comprehensive treatment of these topics. Successfully class-tested in an advanced undergraduate course at the Krannert School of Management and in a graduate course in economics at Indiana University, Games and Decision Making, Second Edition, is an essential text for advanced undergraduates and graduate students of decision theory and game theory. The book is accessible to students who have a good basic understanding of elementary calculus and probability theory.New to this Edition* Chapter 2 includes new sections on two-person games, best-response strategies, mixed strategies, and incomplete information* Chapter 4 has been expanded to provide new material on behavior strategies and applications* The chapter on auctions (5) includes a new section on revenue equivalence* Offers two new chapters, on repeated games (7) and existence results (9)* New applications have been added to all the chapters

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Games and Information: An Introduction to Game Theory
Authors:

Eric Rasmusen

Publisher:

Wiley-Blackwell

Publication Date:

Not available

ISBN:

1405136669

Average Rating:
Not available

Written in a crisp and approachable style, Games and Information uses simple modeling techniques and straightforward explanations to provide students... with an understanding of game theory and information economics. Written for introductory courses seeking a little rigor. The 4th edition brings the material fully up-to-date and includes new end-of-chapter problems and classroom projects, as well as a math appendix. Accompanied by a comprehensive website featuring solutions to problems and teaching notes.

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Games (and other stuff) for Group, Book 1: Activities to Inititate...
Authors:

Chris Cavert

Publisher:

Wood N Barnes

Publication Date:

Not available

ISBN:

1885473397

Average Rating:
Not available

The thirty-seven different 10 to 20-minute activities focus on topics that crucially affect experiences throughout life, including understanding gender... issues, rumors and their effects, creativity, communication, and expression of emotions and frustrations. This practical guide to experience and activity-based counseling is easily implemented for ages 12 to adult, and adaptable for younger audiences as well. Activities include "What Would it Be Like...?" and "Are You More Like..." questions, Teaching Tales, Minute Mysteries, and assorted games.

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Games Criminals Play: How You Can Profit by Knowing Them
Authors:

Bud Allen

Publisher:

Rae John Pub Co

Publication Date:

Not available

ISBN:

0960522603

Average Rating:
Not available
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GAME, SET, MATCH
Authors:

Not Available

Publisher:

Not available

Publication Date:

Not available

ISBN:

Not available

Average Rating:
Not available
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Game/Set/Match: A Tennis Guide
Authors:

James E. Bryant

Publisher:

Brooks Cole

Publication Date:

Not available

ISBN:

0495111554

Average Rating:
Not available

GAME/SET/MATCH: A TENNIS GUIDE covers all the basic fundamentals of playing tennis and is suitable for players at all levels. It combines basic... instruction and visual cues to help you learn the proper way to execute tennis techniques and skills and improve your game. The strategy chapters provide a base for development of thinking on the court, and the tennis court behavior and interpretation of rules section provide you with a solid foundation of the sport. Learn to master the game of tennis!

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Game-Set-Match: A Tennis Guide (Cengage Learning Activity Series)
Authors:

James E. Bryant

Publisher:

Brooks Cole

Publication Date:

Not available

ISBN:

0840053606

Average Rating:
Not available

Cengage Learning Activity Series Get the most out of your favorite physical activities. From aerobics and yoga -- to bowling, tennis, weight training,... and more -- the Cengage Learning Activities Series goes beyond the basics, showing you how to improve, excel, and get more enjoyment from your activities, whatever your skill level and background. Learn to master the game of tennis! GAME/SET/MATCH: A TENNIS GUIDE covers all the fundamentals of playing tennis you need to get started or improve your game. It combines basic instruction and visual cues to help you learn the proper way to execute tennis techniques and skills. The strategy chapters provide a base for development of thinking on the court, and the tennis court behavior and interpretation of rules section provide you with a solid foundation of the sport.

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