INSTRUCTIONS FOR PROGRAMMING DIRECT 3D EASILY TOYMAKER


Book Description

So you want to be a games developer? One of the only things better than playing games in my opinion is creating them! Whilst it can be hard work learning to write computer games, it is also incredibly rewarding. How far you go obviously depends on your skills and motivation. You can write games just as a hobby or you can work full time in the games industry. This page explores the options and gives you lots of advice based on my experience of working in the industry and latterly as lecturer teaching games programming.




Brick by Brick


Book Description

Sometimes radical yet always applicable, Brick by Brick abounds with real-world lessons for unleashing breakthrough innovation in your organization, using LEGO--which experienced one of the most remarkable business transformations in recent history--as a business model. As LEGO failed to keep pace with the revolutionary changes in kids' lives and began sliding into irrelevance, the company's leaders implemented some of the business world's most widely espoused prescriptions for boosting innovation. Ironically, these changes pushed the iconic toymaker to the brink of bankruptcy, showing that what works in theory can fail spectacularly in the brutally competitive global economy. It took a new LEGO management team--faced with the growing rage for electronic toys, few barriers to entry, and ultra-demanding consumers (ten-year old boys)--to reinvent the innovation rule book and transform LEGO into one of the world's most profitable, fastest-growing companies. Along the way, Brick by Brick reveals how LEGO: - Became truly customer-driven by co-creating with kids as well as its passionate adult fans - Looked beyond products and learned to leverage a full-spectrum approach to innovation - Opened its innovation process by using both the "wisdom of crowds" and the expertise of elite cliques - Discovered uncontested, "blue ocean" markets, even as it thrived in brutally competitive red oceans - Gave its world-class design teams enough space to create and direction to deliver built a culture where profitable innovation flourishes Whether you're a senior executive looking to make your company grow, an entrepreneur building a startup from scratch, or a fan who wants to instill some of that LEGO magic in your career, you'll learn how to build your own innovation advantage, brick by brick.




Pasadena


Book Description

When Jude's best friend is found dead in a California swimming pool, her family calls it an accident, her friends call it suicide, but Jude calls it murder, and the suspects are family and friends.




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.




Flygirl


Book Description

For fans of Unbroken and Ruta Sepetys. All Ida Mae Jones wants to do is fly. Her daddy was a pilot, and years after his death she feels closest to him when she's in the air. But as a young black woman in 1940s Louisiana, she knows the sky is off limits to her, until America enters World War II, and the Army forms the WASP-Women Airforce Service Pilots. Ida has a chance to fulfill her dream if she's willing to use her light skin to pass as a white girl. She wants to fly more than anything, but Ida soon learns that denying one's self and family is a heavy burden, and ultimately it's not what you do but who you are that's most important. Read Sherri L. Smith's posts on the Penguin Blog




I Am Error


Book Description

The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of “My Name is Error,” a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance. Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the “translation” problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.




Miss Spider's Tea Party


Book Description

Miss Spider is hosting a tea party, but no one will accept her invitations to tea. Unaware of her own predatory reputation Miss Spider is sad and perplexed when all of her potential guests scurry away. Eventually her good intentions become clear and the party starts. This engaging tale can be read as a counting book.




Popular Science


Book Description

Popular Science gives our readers the information and tools to improve their technology and their world. The core belief that Popular Science and our readers share: The future is going to be better, and science and technology are the driving forces that will help make it better.




The Butchering Art


Book Description

Winner, 2018 PEN/E.O. Wilson Prize for Literary Science Writing Short-listed for the 2018 Wellcome Book Prize A Top 10 Science Book of Fall 2017, Publishers Weekly A Best History Book of 2017, The Guardian "Warning: She spares no detail!" —Erik Larson, bestselling author of Dead Wake In The Butchering Art, the historian Lindsey Fitzharris reveals the shocking world of nineteenth-century surgery and shows how it was transformed by advances made in germ theory and antiseptics between 1860 and 1875. She conjures up early operating theaters—no place for the squeamish—and surgeons, who, working before anesthesia, were lauded for their speed and brute strength. These pioneers knew that the aftermath of surgery was often more dangerous than patients’ afflictions, and they were baffled by the persistent infections that kept mortality rates stubbornly high. At a time when surgery couldn’t have been more hazardous, an unlikely figure stepped forward: a young, melancholy Quaker surgeon named Joseph Lister, who would solve the riddle and change the course of history. Fitzharris dramatically reconstructs Lister’s career path to his audacious claim that germs were the source of all infection and could be countered by a sterilizing agent applied to wounds. She introduces us to Lister’s contemporaries—some of them brilliant, some outright criminal—and leads us through the grimy schools and squalid hospitals where they learned their art, the dead houses where they studied, and the cemeteries they ransacked for cadavers. Eerie and illuminating, The Butchering Art celebrates the triumph of a visionary surgeon whose quest to unite science and medicine delivered us into the modern world.




Signs and Symbols


Book Description

Discusses the elements of a sign, and looks at pictograms, alphabets, calligraphy, monograms, text type, numerical signs, symbols, and trademarks.