Quake II Official Strategies and Secrets


Book Description

Quake II is the new 3D action shooter from id Software, the company that produced Doom, Doom II, and Quake. This exclusive official book is the only guide that will receive the support of id's development team in advance of the game's release. Since Quake II is bigger and more complex than the original, players will need strategy assistance. Cover Title




Authorized Guide to Quake II


Book Description

A guide to offer players of Quake II all the maps, walkthroughs and secrets they need to defeat the many beasties stalking the halls of terror. It also includes strategies to use against the artificial intelligence of these enemies, plus solutions to the mind-twisting puzzles.




Advanced Android 4 Games


Book Description

"Wolfenstein 3D"-like and "Doom"-like game apps are some of the classic Android games presented in the original edition of this book. Since their release, Android has progressed with the debut of Android 4.0, adding better fonts, new User Interface and Experience (UI/UX) APIs, tablet considerations, multi-touch capabilities, multi-tasking, faster performance, and much more to the Android game app development repertoire. Multi-touch code gives these games and their players dynamic input and exchange ability, for a more realistic arcade game experience. Faster and better performance offers game players a more seamless, fun arcade experience like never before on Android. There is also improved native C/C++ integration with Android's NDK as well, which makes coding, compiling, and converting both productive and efficient with gains in app performance. With actionable real-world source, Advanced Android 4 Games shows you how to build more sophisticated and addictive Android games, harnessing the power of these recent advancements. Coverage of the new UI, UX, multi-touch and multi-tasking features available with Android 4.0. Learn other techniques for improving the game playing experience including Wi-Fi tethering, better multi-tasking, new and better streaming Web video using WebM, and more. By combining the elegant object-oriented features of Java and the raw power of C, there is no limit to the types of games that you can build for the platform, such as the "Quake 3D"-like game app case study in this book. You'll definitely have fun, and perhaps you'll even make some money. Enjoy!




Pro Android Games


Book Description

Combining actionable, real-world source code with graphics, Pro Android Games, Third Edition shows you how to build more sophisticated and addictive Android game apps with minimum effort. Harness the power of the latest Android 5.0 SDK to bring countless legendary, action-packed PC games to the Android platform. With actionable real-world source code, this one of a kind book shows you how to build more sophisticated and addictive Android game apps, by leveraging the power of the recent advancements found in the new Android 5.0 software development kit as well as those you've counted on in earlier releases. Multi-touch code gives these games and their players dynamic input and exchange ability, for a more realistic arcade game experience. Faster and better performance offers Android game players a more seamless, fun arcade experience like never before. There is also improved native C/C++ integration with Android's NDK as well, which makes coding, compiling, and converting both productive and efficient with gains in app performance. Pro Android Games, Third Edition features the following improvements: Updates to the latest version of the Android SDK, NDK, plus the latest Android Studio and Eclipse IDEs Greater focus on tablets, ever changing device resolutions, and hardware specs Native game development and hardware accelerated graphics Bigger and better real world engines, such as Quake I and II plus an oldie from the previous edition: Doom Coverage of the new Android TV SDK APIs, UI, UX, multi-touch and multi-tasking features available with the Android 5.0 release Advanced techniques for improving your game playing experience including better multi-tasking, improved performance optimization, battery management and more A "Quake 3D"-like game app case study You’ll definitely have fun, and perhaps you’ll even make some money. Enjoy! In the last few years, Android has progressed with the debut of better fonts, new User Interface and Experience (UI/UX) APIs, tablet considerations, multi-touch capabilities, multi-tasking, faster performance, improved battery management techniques, and now the new Android TV SDK Apps for the Android game app developer repertoire.




Game Engine Architecture, Third Edition


Book Description

In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.




Game Engine Architecture


Book Description

This book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.




PC Mag


Book Description

PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.




The Video Games Guide


Book Description

The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.




The Complete Idiot's Guide to Networking


Book Description

A guide for beginners offers diagrams and instructions for creating and updating computer networks in the home and office, covering new technologies, troubleshooting, and security.