A tutorial in 3D game design using the included software, this text allows Quake enthusiasts to create their own levels of the game. The CD includes non-shareware version of qED level editor and playable, independantly designed Quake level.
An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.
The Handbook of Interior Architecture and Design offers a compelling collection of original essays that seek to examine the shifting role of interior architecture and interior design, and their importance and meaning within the contemporary world. Interior architecture and interior design are disciplines that span a complexity of ideas, ranging from human behaviour and anthropology to history and the technology of the future. Approaches to designing the interior are in a constant state of flux, reflecting and adapting to the changing systems of history, culture and politics. It is this process that allows interior design to be used as evidence for identifying patterns of consumption, gender, identity and social issues. The Handbook of Interior Architecture and Design provides a pioneering overview of the ideas and arrangements within the two disciplines that make them such important platforms from which to study the way humans interact with the space around them. Covering a wide range of thought and research, the book enables the reader to investigate fully the changing face of interior architecture and interior design, while offering questions about their future trajectory.
Myst is the most popular and enduring of all CD-ROM games, and Riven is a much more difficult sequel to Myst. Whereas Myst's puzzles were all at the same level, Riven's puzzles become progressively more difficult and lead to multiple endings. Sleepless gamers will need this guide to get to the end.
All fans of the Doom/Quake genre will want Hexen II because it is the most beautiful and immersive of all the 3D action games releasing for Christmas 1997. This is the only book that will release near day-and-date with the software.
This is the only authorized guide to Myth, to be published "day-and-date" with the game. Written with the full support of Bungie Software, this book contains in-depth strategies and tactics for every mission, behind-the-scenes information, original art from the game, and tips for multiplayer gaming and customization.
Written by specialists in teaching computer animation, this text addresses key international topics of computer animation, such as: mathematics, modelling, rendering, and compositing. Each chapter discusses a particular topic and how it is applied, including state-of-the-art techniques that are used in computer animation. The handbook provides a complete and up-to-date picture of computer animation and will be a valuable reference source for programmers, technical directors and animators in computer animation, computer games and special effects and also undergraduate and postgraduate students. The editor, John Vince, has written and edited over 20 books on computer graphics, computer animation and virtual reality.
Discover Visual Basic .NET Visual Basic .NET! I Didn't Know You Could Do That. . . will help you conquer the .NET learning curve quickly as you make the transition to Microsoft's new programming paradigm. Inside you'll find loads of ideas and advice that will teach you the essential aspects of VB.NET. You'll also find a companion CD loaded with more than 60 ready-to-run pieces of code that you can implement in your VB.NET projects. Stop Monkeyin' Around and Get Up to Speed on VB.NET This book covers all the key changes in the new version of Visual Basic. Numerous example projects provide both an excellent teaching aid and a great source library. With the tips and tricks in Visual Basic .NET! I Didn't Know You Could Do That..., you'll be impressing your fellow VB programmers in no time. Go Bananas—Become a VB.NET Expert Inside you'll learn how to: Write smarter code Use new object-oriented language features Understand garbage collection Use databases Use VB objects in ASP.NET pages Write and Consume XML web services And much more!
Formerly titled Handbook of HVAC Design, the new edition of this well-known reference offers HVAC engineers, designers, and technicians full coverage of all important aspects of the design, operation, and maintenance of heating, ventilating, and air conditioning (HVAC) systems. Two-thirds of the handbook has been revised and rewritten, and it now features contributions from experts at top companies such as York, Rockwell, Honeywell, and Sverdrup. The book will enable users to produce very efficient and economical systems ... select and install today's most advanced equipment ... maintain high system performance ... comply with key codes and standards ... and understand the environmental impact of HVAC design.
The only A-Z guide to structural steel design Find a wealth of practical techniques for cost-effectively designing steel structures from buildings to bridges in Structural Steel Designer's Handbook by Roger L. Brockenbrough and Frederick S. Merritt The Handbook's integrated approach gives you immediately useful information about: *steel as a material - how it's fabricated and erected *how to analyze a structure to determine internal forces and moments from dead, live, and seismic loads how to make detailed design calculations to withstand those forces This new third edition introduces you to the latest developments in seismic design, including more ductile connections, and high performance steels...offers an expanded treatment of welding....helps you understand design requirements for hollow structural sections and for cold-formed steel members....and explores numerous design examples. You get examples for both Load and Resistance Factor Design (LRFD) and Allowable Stress Design (ASD).
The Game Production Handbook is a practical reference to the ins-and-outs of the game production process. It explains how to organize pre-production, production, testing, and final phases of game development, and it provides useful techniques for organizing and scheduling sub-projects, such as motion capture and voiceover shoots. Throughout the book there is an emphasis on effective leadership and communication. Several industry insiders reveal real-life examples of management challenges they have faced, providing valuable insights for anyone with a leadership role. Additionally, the roles of the development team will be defined, along with the training and background needed for each. Practical tips for working effectively with marketing and external vendors are also included. The book focuses on the major production issues of game development, including managing tasks and schedules, organizing and motivating a team, creating an efficient art program, engineering, the design production pipeline, and working with Sony®, Microsoft®, and Nintendo®. This is an indispensable reference for new productions leads and veterans alike.
Microsoft's new .NET version of Visual Basic is its most radical revamping of the product since it was first released. Even if you know your way around VB6, the latest version presents special challenges. There are some new ways of doing things, some new things to do, and a new environment in which to work. With a few tips and tricks from expert Matt Tagliaferri, however, you'll be well on your way to VB.NET mastery. Visual Basic .NET Codemaster's Library offers a collection of 99 clear, concise programming examples, which show you how to use VB.NET and Visual Studio .NET to make the most of functionality available for the first time in the .NET Framework. You can begin with any topic and read only the ones that matter to you. Each topic provides a solution that you can incorporate into your own work, in areas ranging from garbage collection to database transactions, from memory management to XML Web Services. You even get coverage of mixing C# and VB.NET in the same application. Taken together, the tips in this book help you make the transition to thinking and working effectively within the object-oriented world of .NET.
This revised classic remains the most valuable source on principles and techniques needed by civil engineers, including scores of revisions and innovations in design, construction, materials, and equipment. Emphasis is on simplified ways to apply fundamental principles to practical problems. 725 illus.