Author: Fabien Sanglard
Publisher: Software Wizards
ISBN:
Category : Computers
Languages : en
Pages : 432
Book Description
It was early 1993 and id Software was at the top of the PC gaming industry. Wolfenstein 3D had established the First Person Shooter genre and sales of its sequel Spear of Destiny were skyrocketing. The technology and tools id had taken years to develop were no match for their many competitors. It would have been easy for id to coast on their success, but instead they made the audacious decision to throw away everything they had built and start from scratch. Game Engine Black Book: Doom is the story of how they did it. This is a book about history and engineering. Don’t expect much prose (the author’s English has improved since the first book but is still broken). Instead you will find inside extensive descriptions and drawings to better understand all the challenges id Software had to overcome. From the hardware -- the Intel 486 CPU, the Motorola 68040 CPU, and the NeXT workstations -- to the game engine’s revolutionary design, open up to learn how DOOM changed the gaming industry and became a legend among video games.
Game Engine Black Book: DOOM
Author: Fabien Sanglard
Publisher: Software Wizards
ISBN:
Category : Computers
Languages : en
Pages : 432
Book Description
It was early 1993 and id Software was at the top of the PC gaming industry. Wolfenstein 3D had established the First Person Shooter genre and sales of its sequel Spear of Destiny were skyrocketing. The technology and tools id had taken years to develop were no match for their many competitors. It would have been easy for id to coast on their success, but instead they made the audacious decision to throw away everything they had built and start from scratch. Game Engine Black Book: Doom is the story of how they did it. This is a book about history and engineering. Don’t expect much prose (the author’s English has improved since the first book but is still broken). Instead you will find inside extensive descriptions and drawings to better understand all the challenges id Software had to overcome. From the hardware -- the Intel 486 CPU, the Motorola 68040 CPU, and the NeXT workstations -- to the game engine’s revolutionary design, open up to learn how DOOM changed the gaming industry and became a legend among video games.
Publisher: Software Wizards
ISBN:
Category : Computers
Languages : en
Pages : 432
Book Description
It was early 1993 and id Software was at the top of the PC gaming industry. Wolfenstein 3D had established the First Person Shooter genre and sales of its sequel Spear of Destiny were skyrocketing. The technology and tools id had taken years to develop were no match for their many competitors. It would have been easy for id to coast on their success, but instead they made the audacious decision to throw away everything they had built and start from scratch. Game Engine Black Book: Doom is the story of how they did it. This is a book about history and engineering. Don’t expect much prose (the author’s English has improved since the first book but is still broken). Instead you will find inside extensive descriptions and drawings to better understand all the challenges id Software had to overcome. From the hardware -- the Intel 486 CPU, the Motorola 68040 CPU, and the NeXT workstations -- to the game engine’s revolutionary design, open up to learn how DOOM changed the gaming industry and became a legend among video games.
Digital Game Culture in Korea
Author: Florence M. Chee
Publisher: Rowman & Littlefield
ISBN: 1793601402
Category : Computer games
Languages : en
Pages : 137
Book Description
This book is a critical ethnographic investigation of media discourses surrounding online game addiction and the sociocultural roles fulfilled by games in everyday life. Focusing on Korea's sociohistorical and technocultural context, this work celebrates and recognizes the foundational role of Korean game culture in shaping global games and play.
Publisher: Rowman & Littlefield
ISBN: 1793601402
Category : Computer games
Languages : en
Pages : 137
Book Description
This book is a critical ethnographic investigation of media discourses surrounding online game addiction and the sociocultural roles fulfilled by games in everyday life. Focusing on Korea's sociohistorical and technocultural context, this work celebrates and recognizes the foundational role of Korean game culture in shaping global games and play.
Korean Games with Notes on the Corresponding Games of China and Japan
All About Korea
Author: Ann Martin Bowler
Publisher: Tuttle Publishing
ISBN: 146291991X
Category : Juvenile Nonfiction
Languages : en
Pages : 71
Book Description
**2012 Creative Child Magazine Preferred Choice Award Winner** There are now over 1.5 million Korean-Americans living in the United States including 100,000 adopted children. All About Korea is perfect for educators and parents wishing to teach kids about this rich Asian culture. This Korean children's book is an excellent introduction to the culture and history of Korea. It highlights favorite games, foods, special holiday times, and after-school activities specific to Korea. With All About Korea, kids will: Learn how to play the exciting Korean see-saw game with a friend and how to play jegi (Korean hacky-sack) Learn how to sing "Happy Birthday" in Korean and how to sing "Arirang" (Korea's most beloved song) Learn how kids say "hello!" and other essential words and phrases in the Korean language Learn how to make a white tiger puppet Enjoy traditional Korean stories such as Taming a Tiger and Two Foolish Green Frogs Enjoy easy Korean recipes for delicious treats like kimbap (roll-your-own wraps) and songpyeon (sweet filled rice cakes). A timeless Korean book for kids and parents to treasure together, All About Korea offers not only the most significant facts about this unique country but also conveys the unique spirit that makes it one-of-a-kind.
Publisher: Tuttle Publishing
ISBN: 146291991X
Category : Juvenile Nonfiction
Languages : en
Pages : 71
Book Description
**2012 Creative Child Magazine Preferred Choice Award Winner** There are now over 1.5 million Korean-Americans living in the United States including 100,000 adopted children. All About Korea is perfect for educators and parents wishing to teach kids about this rich Asian culture. This Korean children's book is an excellent introduction to the culture and history of Korea. It highlights favorite games, foods, special holiday times, and after-school activities specific to Korea. With All About Korea, kids will: Learn how to play the exciting Korean see-saw game with a friend and how to play jegi (Korean hacky-sack) Learn how to sing "Happy Birthday" in Korean and how to sing "Arirang" (Korea's most beloved song) Learn how kids say "hello!" and other essential words and phrases in the Korean language Learn how to make a white tiger puppet Enjoy traditional Korean stories such as Taming a Tiger and Two Foolish Green Frogs Enjoy easy Korean recipes for delicious treats like kimbap (roll-your-own wraps) and songpyeon (sweet filled rice cakes). A timeless Korean book for kids and parents to treasure together, All About Korea offers not only the most significant facts about this unique country but also conveys the unique spirit that makes it one-of-a-kind.
Gaming Cultures and Place in Asia-Pacific
Author: Larissa Hjorth
Publisher: Routledge
ISBN: 1135843171
Category : Computers
Languages : en
Pages : 314
Book Description
This collection explores the politics of game play and its cultural context by focusing on the Asia-Pacific region. Drawing from micro ethnographic studies to macro political economy analysis of techno-nationalisms and transcultural flows of cultural capital, it provides an interdisciplinary model for thinking through the politics of gaming.
Publisher: Routledge
ISBN: 1135843171
Category : Computers
Languages : en
Pages : 314
Book Description
This collection explores the politics of game play and its cultural context by focusing on the Asia-Pacific region. Drawing from micro ethnographic studies to macro political economy analysis of techno-nationalisms and transcultural flows of cultural capital, it provides an interdisciplinary model for thinking through the politics of gaming.
Chess and Playing Cards
Author: Stewart Culin
Publisher:
ISBN:
Category : Atlanta
Languages : en
Pages : 400
Book Description
Publisher:
ISBN:
Category : Atlanta
Languages : en
Pages : 400
Book Description
Ethnographical Studies in Celebes: Games and dances in Celebes
Author: Walter Alexander Kaudern
Publisher:
ISBN:
Category : Ethnology
Languages : en
Pages : 558
Book Description
Publisher:
ISBN:
Category : Ethnology
Languages : en
Pages : 558
Book Description
Annual Report of the Board of Regents of the Smithsonian Institution
Author: Smithsonian Institution
Publisher:
ISBN:
Category :
Languages : en
Pages : 1632
Book Description
Publisher:
ISBN:
Category :
Languages : en
Pages : 1632
Book Description
Report on the Progress and Condition of the United States National Museum
Author: United States National Museum
Publisher:
ISBN:
Category : Science
Languages : en
Pages : 1136
Book Description
Publisher:
ISBN:
Category : Science
Languages : en
Pages : 1136
Book Description
Annual Report of the Board of Regents of the Smithsonian Institution, Showing the Operations, Expenditures, and Condition of the Institution for the Year Ending June 30, 1896
Author: Smithsonian Institution. Board of Regents
Publisher:
ISBN:
Category : Science
Languages : en
Pages : 1626
Book Description
Publisher:
ISBN:
Category : Science
Languages : en
Pages : 1626
Book Description