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Quake II Official Strategies and Secrets

Quake II Official Strategies and Secrets PDF Author: Jonathan Mendoza
Publisher:
ISBN: 9780782122121
Category : Games & Activities
Languages : en
Pages : 292

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

Quake II Official Strategies and Secrets

Quake II Official Strategies and Secrets PDF Author: Jonathan Mendoza
Publisher:
ISBN: 9780782122121
Category : Games & Activities
Languages : en
Pages : 292

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

Quake II

Quake II PDF Author: Joe Grant Bell
Publisher: Prima Publishing
ISBN: 9780761522003
Category : Games & Activities
Languages : en
Pages : 84

Book Description
Walkthroughs for every level All secret areas exposed Tactics for each weapon Expert deathmatch tips 3D maps of each area

Authorized Guide to Quake II

Authorized Guide to Quake II PDF Author: Brady Games
Publisher: Bradygames
ISBN: 9781566867313
Category : Games & Activities
Languages : en
Pages : 204

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.

The N64 Encyclopedia

The N64 Encyclopedia PDF Author: Chris Scullion
Publisher: White Owl
ISBN: 1526772191
Category : Games & Activities
Languages : en
Pages : 516

Book Description
The fourth book in Chris Scullion’s critically acclaimed series of video game encyclopedias, The N64 Encyclopedia is dedicated to the Nintendo 64, one of the most well-loved games consoles ever released. Although the Nintendo 64 didn’t sell as well as some of Nintendo’s other systems, and although it struggled in the shadow of the bold newcomer that was the Sony PlayStation, everyone who owned an N64 was in love with it and the four-player multiplayer it provided as standard. Despite its relatively small library, the Nintendo 64 had a healthy number of groundbreaking titles that would revolutionise the way we played video games. The likes of Super Mario 64, GoldenEye 007, Mario Kart 64 and The Legend of Zelda: Ocarina of Time remain iconic in the eyes of video game fans 25 years down the line. This book naturally contains those games, but it also contains every other game released for the system, no matter how obscure. It also covers every game released in Japan, including those for the ill-fated Nintendo 64DD add-on which never left the country. With over 400 games covered, screenshots for every title and a light-hearted writing style designed to make reading it a fun experience, the N64 Encyclopedia is the definitive guide to a truly revolutionary gaming system.

Game Engine Architecture

Game Engine Architecture PDF Author: Jason Gregory
Publisher: CRC Press
ISBN: 1439879184
Category : Computers
Languages : en
Pages : 882

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.

Science Fiction Video Games

Science Fiction Video Games PDF Author: Neal Roger Tringham
Publisher: CRC Press
ISBN: 1482203898
Category : Computers
Languages : en
Pages : 528

Book Description
Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical a

Ethereal Users Guide

Ethereal Users Guide PDF Author: Richard Sharpe
Publisher: Lulu.com
ISBN: 1411600851
Category : Computers
Languages : en
Pages : 740

Book Description
Ethereal is one of those packages that many network managers would love to be able to use, but they are often prevented from getting what they would like from Ethereal because of the lack of documentation. This document is part of an effort on the part of the Ethereal team to improve the accessibility of Ethereal. We hope that you find it useful, and look forward to your comments.

Artificial Intelligence and Simulation

Artificial Intelligence and Simulation PDF Author: Tag G. Kim
Publisher: Springer Science & Business Media
ISBN: 354024476X
Category : Computers
Languages : en
Pages : 725

Book Description
This book constitutes the refereed post-proceedings of the 13th International Conference on AI, Simulation, and Planning in High Autonomy Systems, AIS 2004, held in Jeju Island, Korea in October 2004. The 74 revised full papers presented together with 2 invited keynote papers were carefully reviewed and selected from 170 submissions; after the conference, the papers went through another round of revision. The papers are organized in topical sections on modeling and simulation methodologies, intelligent control, computer and network security, HLA and simulator interoperation, manufacturing, agent-based modeling, DEVS modeling and simulation, parallel and distributed modeling and simulation, mobile computer networks, Web-based simulation and natural systems, modeling and simulation environments, AI and simulation, component-based modeling, watermarking and semantics, graphics, visualization and animation, and business modeling.

Doom Guy

Doom Guy PDF Author: John Romero
Publisher: Abrams
ISBN: 1647005361
Category : Biography & Autobiography
Languages : en
Pages : 557

Book Description
The inspiring, long-awaited autobiography of video-game designer and DOOM cocreator John Romero John Romero, gaming’s original rock star, is the cocreator of DOOM, Quake, and Wolfenstein 3-D, some of the biggest video games of all time. Considered the godfather of the first-person shooter, a genre that continues to dominate the market today, he holds a unique place in gaming history. In DOOM Guy: Life in First Person, Romero chronicles, for the first time, his difficult childhood and storied career, beginning with his early days submitting Apple II game code to computer magazines and sneaking computers out the back door of his day job to write code at night. Industry-redefining breakthroughs in design and tech during Romero’s time at id Software made DOOM and Quake cultural phenomena, and this thrilling story recounts every step of the process, from collaborative, heavy metal–fueled days spent crafting the industry’s most revolutionary and cutting-edge games to a high-profile falling-out with id cofounder John Carmack. After years in the gaming spotlight, Romero is now telling his story—the whole story—shedding new light on the development of his games and his business partnerships, from the highest highs to the lowest lows, sharing insights about design, code, the industry, and his career right up to today. Sharing gratitude for a lifetime in games, Romero reveals the twists and turns that led him, ultimately, to be called DOOM Guy.

Library of Congress Subject Headings

Library of Congress Subject Headings PDF Author: Library of Congress
Publisher:
ISBN:
Category : Subject headings, Library of Congress
Languages : en
Pages : 1128

Book Description