Playstation 4: What we know Thus Far

Playstation 4: What we know Thus Far PDF

Author:

Publisher: Wayne Dixon

Published:

Total Pages: 38

ISBN-13:

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Read some in-depth information about the Playstation 4. This text goes from the platform shift, to the Dualshock 4, Playstation 4 Eye. This books also covers the games that have been shown off and some future possibilities for the Playstation 4 platform. Version 1.3 includes additional social features, PlayStation Plus pricing, availability date, memory dispersion, additional sharing options, and PlayStation Vita TV. Version 1.4 includes additional information surrounding the DualShock 4, Party Chat and Real Names on the PlayStation Network, Day-one Firmware update requirements, Cross-generation upgrades, digital games and other PlayStation 4's, and a new section on the limitations of Bluetooth in the PlayStation 4. Version 1.5 includes additional information regarding limitations with the PlayStation 4 at launch, DLNA, DualShock 4 details, Headset limitations, Graphics information, rental games, Hard drive dimensions, and clarified dedicated port for PlayStation Camera.

The Fundamentals of C/C++ Game Programming

The Fundamentals of C/C++ Game Programming PDF

Author: Brian Beuken

Publisher: CRC Press

Published: 2018-02-21

Total Pages: 747

ISBN-13: 135164288X

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This book is aimed at giving novice coders an understanding of the methods and techniques used in professional games development. Designed to help develop and strengthen problem solving and basic C/C++ skills, it also will help to develop familiarity targeting and using fixed/restricted hardware, which are key skills in console development. It allows the reader to increase their confidence as game programmers by walking them through increasingly involved game concepts, while maintaining the understanding that despite the increased complexity, the core methods remain consistent with the advancement of the technology; the technology only enhances the gaming experience. It also demonstrates underlying principles of game coding in practical step by step ways to increase exposure and confidence in game coding concepts. Key Features: Increases the confidence of new coders by demonstrating how to get things done. Introduces evolving projects to reinforce concepts, both directly and indirectly that the reader will use to produce and then enhance the project. Provides tutorials on Graphics API’s that can be easily understood by a novice. Demystifies hardware used to gain new effects without blinding the user to the technical wizardry going on under the system. Gives a sense of achievement to the reader and pushes them toward improvement.

The Art of Naughty Dog

The Art of Naughty Dog PDF

Author: Naughty Dog Studios

Publisher: Dark Horse Comics

Published: 2014

Total Pages: 194

ISBN-13: 1616554770

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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.

The Script Kiddie Cookbook

The Script Kiddie Cookbook PDF

Author: Matthew Bashman

Publisher: Lulu.com

Published: 2005-01-01

Total Pages: 344

ISBN-13: 1411621581

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This book is designed for the pure novice or home user of a computer who want to learn something about computer security. This book is very, very basic but extremely needed. Heck, I wrote this book so my mom could understand it.

Multiplayer Game Programming

Multiplayer Game Programming PDF

Author: Josh Glazer

Publisher: Addison-Wesley Professional

Published: 2015-11-20

Total Pages: 720

ISBN-13: 0134034341

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The Practical Guide to Building Reliable Networked Multiplayer Games Networked multiplayer games are a multibillion dollar business: some games now attract tens of millions of players. In this practical, code-rich guide, Joshua Glazer and Sanjay Madhav guide you through every aspect of engineering them. Drawing on their immense experience as both game developers and instructors, the authors lead you through building a robust multiplayer architecture, and creating every engine-level system. You’ll learn through in-depth working code examples for two complete games: an action game and a real time strategy (RTS) game. First, Madhav and Glazer review the essentials of networking and network programming from the standpoint of game developers. Next, they walk through managing game data transmission, updating game objects across the network, and organizing the devices that join your game. You’ll learn how to ensure reliable performance despite the Internet’s inherent inconsistencies, and how to design game code for maximum security and scalability. The authors conclude by addressing two increasingly crucial issues: incorporating gamer services and hosting your games in the cloud. This guide’s content has been extensively tested through the authors’ multiplayer game programming courses at USC. It is equally valuable both to students and to working game programmers moving into networked games. Coverage includes How games have evolved to meet the challenges of networked environments Using Internet communication protocols and standards in game development Working with Berkeley Socket, the most widely used networking construct in multiplayer gaming Formatting game data for efficient Internet transmission Synchronizing states so all players share the same world Organizing networking topologies for large-scale games Overcoming latency and jitter problems that cause delays or lost data Scaling games without compromising performance Combating security vulnerabilities and software cheats Leveraging the networking functionality of the popular Unreal 4 and Unity game engines Integrating gamer services such as matchmaking, achievements, and leaderboards Running game servers in the cloud About the Website C++ source code for all examples is available at github.com/MultiplayerBook. Instructors will also find a full set of PowerPoint slides and a sample syllabus.

Smart Homes For Dummies

Smart Homes For Dummies PDF

Author: Danny Briere

Publisher: John Wiley & Sons

Published: 2011-02-09

Total Pages: 436

ISBN-13: 1118051742

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Do you long to listen to your favorite CD from anywhere in your house? To set up a wireless network so you can access the Internet in any room? To install an iron-clad security system? To fire up the coffee pot while you’re still asleep and wake up with automated lighting? Smart home technology can help you do just that! Smart Homes For Dummies, Third Edition, shows you how easy it can be to create and live in a cutting-edge, fully connected home—without breaking your bank account. With this user-friendly guide, you’ll discover all the latest trends and gadgets in home networking, automation, and control that will help you make life more enjoyable and comfortable for your entire family. We help you plan for things such as flat-screen TVs, intercom systems, whole-home audio systems, gaming consoles, and satellite systems. We talk about your wiring (and wireless) options and introduce you to the latest technologies, such as VoIP and Bluetooth. You’ll see how to: Build your home network on a budget Turn your home into an entertainment center Access the Internet from any room Get VoIP on your phone network Boost in-home wireless and cell phone signals Connect your computer to your TV Secure your home and property Increase your home’s resale value Avoid common networking pitfalls And much, much more Complete with a resource list for more information and neat toys of the future, Smart Homes For Dummies is your plain-English, twenty-first century guide to a fully wired home!

Euro-Par 2010 - Parallel Processing

Euro-Par 2010 - Parallel Processing PDF

Author: Pasqua D'Ambra

Publisher: Springer

Published: 2010-09-02

Total Pages: 570

ISBN-13: 3642152910

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This book constitutes the refereed proceedings of the 16th International Euro-Par Conference held in Ischia, Italy, in August/September 2010. The 90 revised full papers presented were carefully reviewed and selected from 256 submissions. The papers are organized in topical sections on support tools and environments; performance prediction and evaluation; scheduling and load-balancing; high performance architectures and compilers; parallel and distributed data management; grid, cluster and cloud computing; peer to peer computing; distributed systems and algorithms; parallel and distributed programming; parallel numerical algorithms; multicore and manycore programming; theory and algorithms for parallel computation; high performance networks; and mobile and ubiquitous computing.

Transnational Contexts of Development History, Sociality, and Society of Play

Transnational Contexts of Development History, Sociality, and Society of Play PDF

Author: S. Austin Lee

Publisher: Springer

Published: 2017-01-21

Total Pages: 243

ISBN-13: 3319438204

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This book examines the historical background of game development, offline and online gamer interactions, and presents a method to study the health impacts of digital games in East Asia. Focusing on examinations of how video games shape external interactions with the world as well as internal spaces, Lee and Pulos' volume brings together a range of approaches and regions to understand the impact of video games in East Asia and beyond. Contributions range from assessments of Nintendo's lasting technological impact in Japan and globally to analyses of mobile social gaming among teenage girls in Korea, with qualitative and quantitative methodologies set in contact with one another to offer a full spectrum of perspectives on video gaming and its profound cultural impact.