Lord of the Rings Conquest

Lord of the Rings Conquest
Author: Michael Searle
Publisher: Prima Games
Total Pages: 196
Release: 2009
Genre: Games & Activities
ISBN: 9780761560388

- Use our Rise of Sauron walkthrough to defeat Gandalf and rule the world!- Cooperative class strategies and pro-tips will guide you and your friends through the world of cooperative play.- Fully labeled maps of each epic battlefield.- Story mode walkthroughs will help you vanquish every enemy and receive each Achievement and Trophy.

The Fellowship of the Ring

The Fellowship of the Ring
Author: John Ronald Reuel Tolkien
Publisher: HarperCollins UK
Total Pages: 571
Release: 2005
Genre: Fiction
ISBN: 0007203586

'The Fellowship of the Ring' is the first part of JRR Tolkien's epic masterpiece 'The Lord of the Rings'. This 50th anniversary edition features special packaging and includes the definitive edition of the text.|PB

The Return of the King

The Return of the King
Author: J. R. R. Tolkien
Publisher: HarperCollins UK
Total Pages: 248
Release: 2008
Genre: Baggins, Frodo (Fictitious character)
ISBN: 0007269722

Fantasy fiction. The first ever illustrated paperback of part three of Tolkien's epic masterpiece, The Lord of the Rings, featuring 15 colour paintings by Alan Lee.

Middle-earth Envisioned

Middle-earth Envisioned
Author: Brian J. Robb
Publisher:
Total Pages: 228
Release: 2013-10-23
Genre: Art
ISBN: 1937994279

Examines artistic interpretations of Tolkien's fantasy world, including movie stills, theatrical performances, games, and comic books, and features the lost art of Mary Fairburn, whose paintings were favored by Tolkien himself.

Game Programming Algorithms and Techniques

Game Programming Algorithms and Techniques
Author: Sanjay Madhav
Publisher: Pearson Education
Total Pages: 352
Release: 2014
Genre: Computers
ISBN: 0321940156

Game Programming Algorithms and Techniques is a detailed overview of many of the important algorithms and techniques used in video game programming today. Designed for programmers who are familiar with object-oriented programming and basic data structures, this book focuses on practical concepts that see actual use in the game industry. Sanjay Madhav takes a unique platform- and framework-agnostic approach that will help develop virtually any game, in any genre, with any language or framework. He presents the fundamental techniques for working with 2D and 3D graphics, physics, artificial intelligence, cameras, and much more. Each concept is illuminated with pseudocode that will be intuitive to any C#, Java, or C++ programmer, and has been refined and proven in Madhav's game programming courses at the University of Southern California. Review questions after each chapter help solidify the most important concepts before moving on. Madhav concludes with a detailed analysis of two complete games: a 2D iOS side-scroller (written in Objective-Cusing cocos2d) and a 3D PC/Mac/Linux tower defense game (written in C# using XNA/ MonoGame). These games illustrate many of the algorithms and techniques covered in the earlier chapters, and the full source code is available at gamealgorithms.net. Coverage includes Game time management, speed control, and ensuring consistency on diverse hardware Essential 2D graphics techniques for modern mobile gaming Vectors, matrices, and linear algebra for 3D games 3D graphics including coordinate spaces, lighting and shading, z-buffering, and quaternions Handling today's wide array of digital and analog inputs Sound systems including sound events, 3D audio, and digital signal processing Fundamentals of game physics, including collision detection and numeric integration Cameras: first-person, follow, spline, and more Artificial intelligence: pathfinding, state-based behaviors, and strategy/planning User interfaces including menu systems and heads-up displays Scripting and text-based data files: when, how, and where to use them Basics of networked games including protocols and network topology

Ludotopia

Ludotopia
Author: Espen Aarseth
Publisher: transcript Verlag
Total Pages: 317
Release: 2019-08-31
Genre: Social Science
ISBN: 3839447305

Where do computer games »happen«? The articles collected in this pioneering volume explore the categories of »space«, »place« and »territory« featuring in most general theories of space to lay the groundwork for the study of spatiality in games. Shifting the focus away from earlier debates on, e.g., the narrative nature of games, this collection proposes, instead, that thorough attention be given to the tension between experienced spaces and narrated places as well as to the mapping of both of these.

Conquest

Conquest
Author: John Connolly
Publisher: Simon and Schuster
Total Pages: 448
Release: 2014-02-11
Genre: Fiction
ISBN: 1476757127

Depicts a world where humanity has been conquered by oppressive alien forces and where a group of increasingly powerful young rebels is assisted by an alien ruler's daughter, who risks her life after falling in love with a human.

Game Programming in C++

Game Programming in C++
Author: Sanjay Madhav
Publisher: Addison-Wesley Professional
Total Pages: 1268
Release: 2018-03-06
Genre: Computers
ISBN: 0134597311

Program 3D Games in C++: The #1 Language at Top Game Studios Worldwide C++ remains the key language at many leading game development studios. Since it’s used throughout their enormous code bases, studios use it to maintain and improve their games, and look for it constantly when hiring new developers. Game Programming in C++ is a practical, hands-on approach to programming 3D video games in C++. Modeled on Sanjay Madhav’s game programming courses at USC, it’s fun, easy, practical, hands-on, and complete. Step by step, you’ll learn to use C++ in all facets of real-world game programming, including 2D and 3D graphics, physics, AI, audio, user interfaces, and much more. You’ll hone real-world skills through practical exercises, and deepen your expertise through start-to-finish projects that grow in complexity as you build your skills. Throughout, Madhav pays special attention to demystifying the math that all professional game developers need to know. Set up your C++ development tools quickly, and get started Implement basic 2D graphics, game updates, vectors, and game physics Build more intelligent games with widely used AI algorithms Implement 3D graphics with OpenGL, shaders, matrices, and transformations Integrate and mix audio, including 3D positional audio Detect collisions of objects in a 3D environment Efficiently respond to player input Build user interfaces, including Head-Up Displays (HUDs) Improve graphics quality with anisotropic filtering and deferred shading Load and save levels and binary game data Whether you’re a working developer or a student with prior knowledge of C++ and data structures, Game Programming in C++ will prepare you to solve real problems with C++ in roles throughout the game development lifecycle. You’ll master the language that top studios are hiring for—and that’s a proven route to success.

GameAxis Unwired

GameAxis Unwired
Author:
Publisher:
Total Pages: 80
Release: 2008-12
Genre:
ISBN:

GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.

GameAxis Unwired

GameAxis Unwired
Author:
Publisher:
Total Pages: 80
Release: 2008-12
Genre:
ISBN:

GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.