Author: Greg Off
Publisher: Bradygames
ISBN: 9780744003017
Category : Games & Activities
Languages : en
Pages : 228
Book Description
BradyGames'Jak II Official Strategy Guidefeatures detailed maps, with call-outs for items. Strategies for completing every mission, plus every Precursor Orb is unearthed. Tactics to master every one of Jak's moves and attacks. Haven City and its surroundings are explored completely, plus all game secrets revealed! This product is available for sale in North America only.
Jak II
Author: Greg Off
Publisher: Bradygames
ISBN: 9780744003017
Category : Games & Activities
Languages : en
Pages : 228
Book Description
BradyGames'Jak II Official Strategy Guidefeatures detailed maps, with call-outs for items. Strategies for completing every mission, plus every Precursor Orb is unearthed. Tactics to master every one of Jak's moves and attacks. Haven City and its surroundings are explored completely, plus all game secrets revealed! This product is available for sale in North America only.
Publisher: Bradygames
ISBN: 9780744003017
Category : Games & Activities
Languages : en
Pages : 228
Book Description
BradyGames'Jak II Official Strategy Guidefeatures detailed maps, with call-outs for items. Strategies for completing every mission, plus every Precursor Orb is unearthed. Tactics to master every one of Jak's moves and attacks. Haven City and its surroundings are explored completely, plus all game secrets revealed! This product is available for sale in North America only.
The Art of Naughty Dog
Author: Naughty Dog Studios
Publisher: Dark Horse Comics
ISBN: 1616554770
Category : Art
Languages : en
Pages : 194
Book Description
Naughty Dog are responsible for developing some of the most iconic games of this generation including Crash Bandicoot, Jak and Daxter and Uncharted. Now they invite you on a 30-year retrospective tour with this beautifully designed volume. Charting their 30-year history from being the precocious pup of the gaming world, to their current status as one of the industry's pedigree breeds, The Art of Naughty Dog is a comprehensive guide to one of the most influential game developers in the world. This volume collects decades of production art, essays and inside stories.
Publisher: Dark Horse Comics
ISBN: 1616554770
Category : Art
Languages : en
Pages : 194
Book Description
Naughty Dog are responsible for developing some of the most iconic games of this generation including Crash Bandicoot, Jak and Daxter and Uncharted. Now they invite you on a 30-year retrospective tour with this beautifully designed volume. Charting their 30-year history from being the precocious pup of the gaming world, to their current status as one of the industry's pedigree breeds, The Art of Naughty Dog is a comprehensive guide to one of the most influential game developers in the world. This volume collects decades of production art, essays and inside stories.
Shifting Boundaries of Public Health
Author: Susan Gross Solomon
Publisher: University Rochester Press
ISBN: 9781580462839
Category : Europe
Languages : en
Pages : 352
Book Description
European public health was a playing field for deeply contradictory impulses throughout the twentieth century. In the 1920s, international agencies were established with great fanfare and postwar optimism to serve as the watchtower of health the world over. Within less than a decade, local-level institutions began to emerge as seats of innovation, initiative, and expertise. But there was continual counterpressure from nation-states that jealously guarded their policymaking prerogatives in the face of the push for cross-national standardization and the emergence of original initiatives from below. In contrast to histories of twentieth-century public health that focus exclusively on the local, national, or international levels, Shifting Boundaries explores the connections or "zones of contact" between the three levels. The interpretive essays, written by distinguished historians of public health and medicine, focus on four topics: the oscillation between governmental and nongovernmental agencies as sites of responsibility for addressing public health problems; the harmonization of nation-states' agendas with those of international agencies; the development by public health experts of knowledge that is both placeless and respectful of place; and the transportability of model solutions across borders. The volume breaks new ground in its treatment of public health as a political endeavor by highlighting strategies to prevent or alleviate disease as a matter not simply of medical techniques but political values and commitments. Contributors: Peter Baldwin, Iris Borowy, James A. Gillespie, Graham Mooney, Lion Murard, Dorothy Porter, Sabine Schleiermacher, Susan Gross Solomon, Paul Weindling, and Patrick Zylberman. Susan Gross Solomon is professor of political science at the University of Toronto. Lion Murard and Patrick Zylberman are both senior researchers at CERMES (Centre de Recherche Médecine, Sciences, Santé et Société), CNRS-EHESS-INSERM, Paris.
Publisher: University Rochester Press
ISBN: 9781580462839
Category : Europe
Languages : en
Pages : 352
Book Description
European public health was a playing field for deeply contradictory impulses throughout the twentieth century. In the 1920s, international agencies were established with great fanfare and postwar optimism to serve as the watchtower of health the world over. Within less than a decade, local-level institutions began to emerge as seats of innovation, initiative, and expertise. But there was continual counterpressure from nation-states that jealously guarded their policymaking prerogatives in the face of the push for cross-national standardization and the emergence of original initiatives from below. In contrast to histories of twentieth-century public health that focus exclusively on the local, national, or international levels, Shifting Boundaries explores the connections or "zones of contact" between the three levels. The interpretive essays, written by distinguished historians of public health and medicine, focus on four topics: the oscillation between governmental and nongovernmental agencies as sites of responsibility for addressing public health problems; the harmonization of nation-states' agendas with those of international agencies; the development by public health experts of knowledge that is both placeless and respectful of place; and the transportability of model solutions across borders. The volume breaks new ground in its treatment of public health as a political endeavor by highlighting strategies to prevent or alleviate disease as a matter not simply of medical techniques but political values and commitments. Contributors: Peter Baldwin, Iris Borowy, James A. Gillespie, Graham Mooney, Lion Murard, Dorothy Porter, Sabine Schleiermacher, Susan Gross Solomon, Paul Weindling, and Patrick Zylberman. Susan Gross Solomon is professor of political science at the University of Toronto. Lion Murard and Patrick Zylberman are both senior researchers at CERMES (Centre de Recherche Médecine, Sciences, Santé et Société), CNRS-EHESS-INSERM, Paris.
Like Mother, Like Daughter?
Author: Jakii Edwards
Publisher: Xulon Press
ISBN: 193123244X
Category : Biography & Autobiography
Languages : en
Pages : 206
Book Description
Publisher: Xulon Press
ISBN: 193123244X
Category : Biography & Autobiography
Languages : en
Pages : 206
Book Description
Game Engine Architecture
Author: Jason Gregory
Publisher: CRC Press
ISBN: 135160564X
Category : Computers
Languages : en
Pages : 1042
Book Description
Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.
Publisher: CRC Press
ISBN: 135160564X
Category : Computers
Languages : en
Pages : 1042
Book Description
Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.
Jak 3
Author: Prima Publishing
Publisher: Prima Games
ISBN: 9780761549284
Category : Games & Activities
Languages : en
Pages : 0
Book Description
The Guide of the Year for the Game of the Year As the action heats up in Haven City, let us lead you safely through the mayhem. This complete Official Guide comprehensively details all missions, secrets, characters (including Daxter's many leading ladies), enemies, items, vehicles, and mini-games. Such invaluable information is spiced up by the frank and uncensored views of the World's Most Popular Ottsel, as well as the odd sarcastic remarks form Pecker, the World's Most Machiavellian Monkaw. Dare you miss out? -Flowcharts for every mission for optimal game orientation -All missions detailed in a step-by-step walkthrough, complete with helpful screenshots -Comprehensive maps of every mission, featuring locations of enemies and items -Extended back cover folds out for easy access to map key. Also works as a handy scoop for Monkaw droppings A dedicated secrets chapter reveals: -Where to find every single Precursor Orb -What to do with those precious Skull Gems -Complete details of all bonus missions -All you need to know about the hidden Secrets menu This definitive Jak 3TM companion features amazing exclusive artwork, high resolution screenshots, interviews with developer Naughty Dog in a dedicated 'Behind the Scenes' section, not to mention all you need to know about Jak and Daxter's adventures to date. Loaded with special information from the game's creators, this guide features all you'll ever need to know about Jak 3 . . . and more
Publisher: Prima Games
ISBN: 9780761549284
Category : Games & Activities
Languages : en
Pages : 0
Book Description
The Guide of the Year for the Game of the Year As the action heats up in Haven City, let us lead you safely through the mayhem. This complete Official Guide comprehensively details all missions, secrets, characters (including Daxter's many leading ladies), enemies, items, vehicles, and mini-games. Such invaluable information is spiced up by the frank and uncensored views of the World's Most Popular Ottsel, as well as the odd sarcastic remarks form Pecker, the World's Most Machiavellian Monkaw. Dare you miss out? -Flowcharts for every mission for optimal game orientation -All missions detailed in a step-by-step walkthrough, complete with helpful screenshots -Comprehensive maps of every mission, featuring locations of enemies and items -Extended back cover folds out for easy access to map key. Also works as a handy scoop for Monkaw droppings A dedicated secrets chapter reveals: -Where to find every single Precursor Orb -What to do with those precious Skull Gems -Complete details of all bonus missions -All you need to know about the hidden Secrets menu This definitive Jak 3TM companion features amazing exclusive artwork, high resolution screenshots, interviews with developer Naughty Dog in a dedicated 'Behind the Scenes' section, not to mention all you need to know about Jak and Daxter's adventures to date. Loaded with special information from the game's creators, this guide features all you'll ever need to know about Jak 3 . . . and more
The First 20 Hours
Author: Josh Kaufman
Publisher: Penguin
ISBN: 1101623047
Category : Self-Help
Languages : en
Pages : 290
Book Description
Forget the 10,000 hour rule— what if it’s possible to learn the basics of any new skill in 20 hours or less? Take a moment to consider how many things you want to learn to do. What’s on your list? What’s holding you back from getting started? Are you worried about the time and effort it takes to acquire new skills—time you don’t have and effort you can’t spare? Research suggests it takes 10,000 hours to develop a new skill. In this nonstop world when will you ever find that much time and energy? To make matters worse, the early hours of practicing something new are always the most frustrating. That’s why it’s difficult to learn how to speak a new language, play an instrument, hit a golf ball, or shoot great photos. It’s so much easier to watch TV or surf the web . . . In The First 20 Hours, Josh Kaufman offers a systematic approach to rapid skill acquisition— how to learn any new skill as quickly as possible. His method shows you how to deconstruct complex skills, maximize productive practice, and remove common learning barriers. By completing just 20 hours of focused, deliberate practice you’ll go from knowing absolutely nothing to performing noticeably well. Kaufman personally field-tested the methods in this book. You’ll have a front row seat as he develops a personal yoga practice, writes his own web-based computer programs, teaches himself to touch type on a nonstandard keyboard, explores the oldest and most complex board game in history, picks up the ukulele, and learns how to windsurf. Here are a few of the simple techniques he teaches: Define your target performance level: Figure out what your desired level of skill looks like, what you’re trying to achieve, and what you’ll be able to do when you’re done. The more specific, the better. Deconstruct the skill: Most of the things we think of as skills are actually bundles of smaller subskills. If you break down the subcomponents, it’s easier to figure out which ones are most important and practice those first. Eliminate barriers to practice: Removing common distractions and unnecessary effort makes it much easier to sit down and focus on deliberate practice. Create fast feedback loops: Getting accurate, real-time information about how well you’re performing during practice makes it much easier to improve. Whether you want to paint a portrait, launch a start-up, fly an airplane, or juggle flaming chainsaws, The First 20 Hours will help you pick up the basics of any skill in record time . . . and have more fun along the way.
Publisher: Penguin
ISBN: 1101623047
Category : Self-Help
Languages : en
Pages : 290
Book Description
Forget the 10,000 hour rule— what if it’s possible to learn the basics of any new skill in 20 hours or less? Take a moment to consider how many things you want to learn to do. What’s on your list? What’s holding you back from getting started? Are you worried about the time and effort it takes to acquire new skills—time you don’t have and effort you can’t spare? Research suggests it takes 10,000 hours to develop a new skill. In this nonstop world when will you ever find that much time and energy? To make matters worse, the early hours of practicing something new are always the most frustrating. That’s why it’s difficult to learn how to speak a new language, play an instrument, hit a golf ball, or shoot great photos. It’s so much easier to watch TV or surf the web . . . In The First 20 Hours, Josh Kaufman offers a systematic approach to rapid skill acquisition— how to learn any new skill as quickly as possible. His method shows you how to deconstruct complex skills, maximize productive practice, and remove common learning barriers. By completing just 20 hours of focused, deliberate practice you’ll go from knowing absolutely nothing to performing noticeably well. Kaufman personally field-tested the methods in this book. You’ll have a front row seat as he develops a personal yoga practice, writes his own web-based computer programs, teaches himself to touch type on a nonstandard keyboard, explores the oldest and most complex board game in history, picks up the ukulele, and learns how to windsurf. Here are a few of the simple techniques he teaches: Define your target performance level: Figure out what your desired level of skill looks like, what you’re trying to achieve, and what you’ll be able to do when you’re done. The more specific, the better. Deconstruct the skill: Most of the things we think of as skills are actually bundles of smaller subskills. If you break down the subcomponents, it’s easier to figure out which ones are most important and practice those first. Eliminate barriers to practice: Removing common distractions and unnecessary effort makes it much easier to sit down and focus on deliberate practice. Create fast feedback loops: Getting accurate, real-time information about how well you’re performing during practice makes it much easier to improve. Whether you want to paint a portrait, launch a start-up, fly an airplane, or juggle flaming chainsaws, The First 20 Hours will help you pick up the basics of any skill in record time . . . and have more fun along the way.
The World of Jak Smyrl
Author: Joan A. Inabinet
Publisher: Univ of South Carolina Press
ISBN: 1643360507
Category : Art
Languages : en
Pages : 369
Book Description
"I was just a poor artist. I couldn't afford a 'C.'" This quip by Jak Smyrl, born Oscar Jackson Smyrl, Jr., in Camden, South Carolina, captures all the charm, humility, and humor of a one-of-a-kind character, beloved cartoonist, artist, and journalist who uniquely rendered his era and place with his pen, brushes, and words. In this long-overdue biography ranging from his humble beginnings to being honored by the South Carolina General Assembly "for his distinguished career as an artist" with thanks for "lightening the heart of uncounted South Carolinians," his life and legacy is honored, and his love for South Carolina is magnified. Warm and intimate, this is the story of a gentle and self-effacing man with an uncanny talent and a dry, whip-smart sense of humor that was never cruel but brought people together while enlarging their lives with pleasure. He discovered his talent while young and used it throughout his life to spotlight not only the foibles of the world around him but the goodness he found there as well. It was a good life, well lived yet not without its sorrows—but always infused with an admirable and infectious optimism, a hallmark of his character. From Smyrl's work illustrating members of his high school football team for a newspaper to his war experiences, and from his struggling-artist days as a student at the University of South Carolina and the Art Institute of Pittsburgh to landing his dream job, where he became "Jak" (without that "C"), as the first staff artist of the State newspaper in Columbia, South Carolina, Joan A. Inabinet and L. Glen Inabinet highlight excerpts from his letters and diaries that offer trenchant insights into the man and his times. Enhanced by photographs and Smyrl's illustrations, The World of Jak Smyrl presents a remarkable slice of small-town and rural southern life in the 1920s and 30s, moving on to the wider world and the turmoil of World War II through the turn of the millennium. Some artists' lives are worth chronicling because their unique vision and their works are fine-tuned to capturing the flavor of an era and its color—Jak Smyrl's life is one of these.
Publisher: Univ of South Carolina Press
ISBN: 1643360507
Category : Art
Languages : en
Pages : 369
Book Description
"I was just a poor artist. I couldn't afford a 'C.'" This quip by Jak Smyrl, born Oscar Jackson Smyrl, Jr., in Camden, South Carolina, captures all the charm, humility, and humor of a one-of-a-kind character, beloved cartoonist, artist, and journalist who uniquely rendered his era and place with his pen, brushes, and words. In this long-overdue biography ranging from his humble beginnings to being honored by the South Carolina General Assembly "for his distinguished career as an artist" with thanks for "lightening the heart of uncounted South Carolinians," his life and legacy is honored, and his love for South Carolina is magnified. Warm and intimate, this is the story of a gentle and self-effacing man with an uncanny talent and a dry, whip-smart sense of humor that was never cruel but brought people together while enlarging their lives with pleasure. He discovered his talent while young and used it throughout his life to spotlight not only the foibles of the world around him but the goodness he found there as well. It was a good life, well lived yet not without its sorrows—but always infused with an admirable and infectious optimism, a hallmark of his character. From Smyrl's work illustrating members of his high school football team for a newspaper to his war experiences, and from his struggling-artist days as a student at the University of South Carolina and the Art Institute of Pittsburgh to landing his dream job, where he became "Jak" (without that "C"), as the first staff artist of the State newspaper in Columbia, South Carolina, Joan A. Inabinet and L. Glen Inabinet highlight excerpts from his letters and diaries that offer trenchant insights into the man and his times. Enhanced by photographs and Smyrl's illustrations, The World of Jak Smyrl presents a remarkable slice of small-town and rural southern life in the 1920s and 30s, moving on to the wider world and the turmoil of World War II through the turn of the millennium. Some artists' lives are worth chronicling because their unique vision and their works are fine-tuned to capturing the flavor of an era and its color—Jak Smyrl's life is one of these.
Game Engine Architecture, Third Edition
Author: Jason Gregory
Publisher: CRC Press
ISBN: 1351974270
Category : Computers
Languages : en
Pages : 1024
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.
Publisher: CRC Press
ISBN: 1351974270
Category : Computers
Languages : en
Pages : 1024
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.
The Art of Naughty Dog
Author: Naughty Dog Studios
Publisher: Dark Horse Comics
ISBN: 1621159310
Category : Games & Activities
Languages : en
Pages : 194
Book Description
Jak and Daxter. Uncharted. The Last of Us. One studio has been responsible for the most iconic video game experiences of this generation. Now, Dark Horse Books invites you on a thirty-year retrospective tour, observing Naughty Dog's rise from an ambitious upstart to one of the most influential game studios in the world! This beautifully designed volume collects decades of production art, introspective essays from studio staff, art inspired by Naughty Dog's incredible array of titles, and much more. Don't miss out on an opportunity to own a piece of video game history with The Art of Naughty Dog!
Publisher: Dark Horse Comics
ISBN: 1621159310
Category : Games & Activities
Languages : en
Pages : 194
Book Description
Jak and Daxter. Uncharted. The Last of Us. One studio has been responsible for the most iconic video game experiences of this generation. Now, Dark Horse Books invites you on a thirty-year retrospective tour, observing Naughty Dog's rise from an ambitious upstart to one of the most influential game studios in the world! This beautifully designed volume collects decades of production art, introspective essays from studio staff, art inspired by Naughty Dog's incredible array of titles, and much more. Don't miss out on an opportunity to own a piece of video game history with The Art of Naughty Dog!