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The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.
This book addresses how program teams can develop complex games within the constraints of deadlines, budgets, and changing technologies. It establishes a set best practices taken from real-world experiences, while making sure readers understand that there are not any absolute solutions. Readers are taught how to write reusable code that they will actually reuse along with games that require component technology. Practical object-oriented design methodologies with examples drawn directly from commercial code are also discussed. This book is useful for the entire game development team, including producers, designers, artists, and programmers.
Big-Game is a design studio based in Lausanne, Switzerland, founded in 2004 by Augustin Scott de Martinville, Grégoire Jeanmonod and Elric Petit. Based on a series of interviews with the founders, this book looks at 15 years of the group's industrial design work on everyday objects, by way of anecdotes about the inception of their most successful work. Illustrated with 200 diagrams and photographs made for this publication (which is published on the occasion of a retrospective at Lausanne's Mudac Museum), the book examines projects including wine bottles designed for supermarkets, a set of cutlery for an airline, a collaboration with Japanese potters and a piece of Ikea furniture. The design critic Anniina Koivu provides the main text, alongside an introduction by curator Susanne Hilpert Stuber situating the studio in the context of the Swiss art world.
How filling life with play-whether soccer or lawn mowing, counting sheep or tossing Angry Birds -- forges a new path for creativity and joy in our impatient age Life is boring: filled with meetings and traffic, errands and emails. Nothing we'd ever call fun. But what if we've gotten fun wrong? In Play Anything, visionary game designer and philosopher Ian Bogost shows how we can overcome our daily anxiety; transforming the boring, ordinary world around us into one of endless, playful possibilities. The key to this playful mindset lies in discovering the secret truth of fun and games. Play Anything, reveals that games appeal to us not because they are fun, but because they set limitations. Soccer wouldn't be soccer if it wasn't composed of two teams of eleven players using only their feet, heads, and torsos to get a ball into a goal; Tetris wouldn't be Tetris without falling pieces in characteristic shapes. Such rules seem needless, arbitrary, and difficult. Yet it is the limitations that make games enjoyable, just like it's the hard things in life that give it meaning. Play is what happens when we accept these limitations, narrow our focus, and, consequently, have fun. Which is also how to live a good life. Manipulating a soccer ball into a goal is no different than treating ordinary circumstances- like grocery shopping, lawn mowing, and making PowerPoints-as sources for meaning and joy. We can "play anything" by filling our days with attention and discipline, devotion and love for the world as it really is, beyond our desires and fears. Ranging from Internet culture to moral philosophy, ancient poetry to modern consumerism, Bogost shows us how today's chaotic world can only be tamed-and enjoyed-when we first impose boundaries on ourselves.
Anthropologist John Fox sets off on a worldwide adventure to thefarthest reaches of the globe and the deepest recesses of our ancientpast to answer a question inspired by his sports-loving son: "Why do we play ball?" From Mexican jungles to the small-town gridirons of Ohio, frommedieval villages and royal courts to modern soccer pitches andbaseball parks, The Ball explores the little-known origins ofour favorite sports across the centuries, and traces how a simpleinvention like the ball has come to stake an unrivaled claim on ourpassions, our money, and our lives. Equal parts history and travelogue,The Ball removes us from the scandals and commercialism of today'ssports world to uncover the true reasons we play ball, helping us reclaimour universal connection to the games we love.
Not long ago" Dennis Merritt wrote one of the best books that I know of about implementing expert systems in Prolog, and I was very glad he published it in our series. The only problem is there are still some unfortunate people around who do not know Prolog and are not sufficiently prepared either to read Merritt's book, or to use this extremely productive language, be it for knowledge-based work or even for everyday programming. Possibly this last statement may surprise you if you were under the impression that Prolog was an "artificial intelligence language" with very limited application potential. Please believe this editor's statement that quite the opposite is true: for at least four years, I have been using Prolog for every programming task in which I am given the option of choosing the language. Therefore, I 'am indeed happy that Dennis Merritt has written another good book on my language of choice, and that it meets the high standard he set with his prior book, Building Expert Systems in Prolog. All that remains for me to do is to wish you success and enjoyment when taking off on your Adventure in Prolog.
Controversial American artist Andres Serrano asks the queston: Who is Donald Trump? Before Donald Trump was president, he was Donald Trump. The Game: All Things Trump is a journey through the world Donald Trump created for himself starting in the 1980s. His brand, his name, his casinos, his hotels, his products, his everything. Among the 1,000-plus objects (of which more than 500 are shown here) amassed from auctions, eBay, and word of mouth are some of Trump's greatest hits including Trump Shuttle, Trump Vodka, Trump University, Trump Steaks and the Ego sign from the Ego Lounge at the Taj Mahal. The scope of the project is as vast as Donald Trump's reach has been, showing that long before he became president, Donald Trump wrapped himself around America and called it his.
Gain access to a personal collection of 101 highly effective drama games and activities suitable for children or adults. Sections include improvisation, mime, ice-breakers, group dynamics, rehearsal, story-telling, voice and warm-ups.