Using a unique project-oriented focus you will be creating carefully developed projects designed to give you the skills and confidence necessary to undertake interactive and web design experiences aimed at devices ranging from smart phones to the TV set in your living room. Along the way you will discover how many of the tools in the Adobe Web Design CS6 collection can be fully utilized to create expressive and engaging web applications. This includes:
The audience is threefold:
1.) Amateur photographers who already sense that their smartphone is the only tool they truly need in order to grow their skills
2.) Serious photographers who are part of the growing "mobile art" movement that emphasizes creative eye over hardware
3.) Anyone with a smartphone who wants to take better photos (because anyone with a smartphone is already taking photos with regularity anyway)
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.
This is an engineering book. You will not find much prose in here (the author’s English is broken anyway.) Instead, this book has only bit of text and plenty of drawings attempting to describe in great detail the Wolfenstein 3D game engine and its hardware, the IBM PC with an Intel 386 CPU and a VGA graphic card.
Game Engine Black Book details techniques such as raycasting, compiled scalers, deferred rendition, VGA Mode-Y, linear feedback shift register, fixed point arithmetic, pulse width modulation, runtime generated code, self-modifying code, and many others tricks. Open up to discover the architecture of the software which pioneered the First Person Shooter genre.
For sixty years the bright boys have been totally anonymous while their achievements have become a way of life for all of us. “Bright Boys” brings them home. By 1950 they’d built the world’s first real-time computer. Three years later they one-upped themselves when they switched on the world’s first digital network. In 1953 their work was met with incredulity and completely overlooked. By 1968 their work was gospel. Today, it’s the way of the world. Special Foreword by Jay W. Forrester Includes notes by chapter, bibliography, index, and portfolio of archival photography.Tom Green talks about his book in a recent video available on YouTube.