Programming Games for Intellivision

Programming Games for Intellivision PDF

Author: Oscar Toledo Gutierrez

Publisher: Lulu.com

Published: 2018-07-20

Total Pages: 206

ISBN-13: 1387961446

DOWNLOAD EBOOK →

The excitement of having your own games console, the unrivaled emotion of opening a new game, the awe of discovery and the thrilling atmosphere of the 80s. Now you can feel all the excitement again, while developing your own games for Intellivision consoles. A smooth trip using an easily readable language across the foundations of game programming, including the complete source code to 4 amazing games: Game of Ball, Monkey Moon, Space Raider and Bouncy Cube. All tools and information are provided, as well as links to download the required development software.

Advanced Game Programming for Intellivision

Advanced Game Programming for Intellivision PDF

Author: Oscar Toledo Gutierrez

Publisher:

Published: 2021-03-23

Total Pages: 0

ISBN-13: 9781716485633

DOWNLOAD EBOOK →

After the success of Programming Games for Intellivision, here comes advanced game programming for your knowledge thirst!!! Discover the fun of making mummies chase the player, fast moving action in Pumpkin Master, physics for bullets in Pumpkin Catapult, simulate a pseudo-3D environment and racing the beam to display a wireframe planet on Meteor Storm, secrets of RPG programming revealed in Dungeon Master, conversion of pictures to graphics, and voice files to console audio!!! Complete source code included, as well as links to download the required development software and tools.

Toledo Nanochess

Toledo Nanochess PDF

Author: Oscar Toledo Gutierrez

Publisher:

Published: 2014-02

Total Pages: 182

ISBN-13: 9781304864376

DOWNLOAD EBOOK →

Toledo Nanochess is the world's current smallest chess program written in C language. Now for the first time is published the complete documented source code. Also including the documented source code of the JS1K 2010 Chess entry (2nd place winner)

Programming Boot Sector Games

Programming Boot Sector Games PDF

Author: Oscar Toledo Gutierrez

Publisher: Lulu.com

Published: 2019-07-27

Total Pages: 280

ISBN-13: 035976262X

DOWNLOAD EBOOK →

A crash course into 8086/8088 assembler programming, in an easy way with practice at each step. You will learn how to use the registers, move data, do arithmetic, and handle text and graphics. You can run these programs on any PC machine and no program exceeds 512 bytes of executable code! The example programs include: - Guess the number. - Tic-Tac-Toe game. - Text graphics. - Mandelbrot set. - F-Bird game. - Invaders game. - Pillman game. - Toledo Atomchess. - bootBASIC language.

Programming Game AI by Example

Programming Game AI by Example PDF

Author: Mat Buckland

Publisher: Jones & Bartlett Learning

Published: 2005

Total Pages: 522

ISBN-13: 9781556220784

DOWNLOAD EBOOK →

This book describes in detail many of the AI techniques used in modern computer games, explicity shows how to implement these practical techniques within the framework of several game developers with a practical foundation to game AI.

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

DOWNLOAD EBOOK →

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.

Racing the Beam

Racing the Beam PDF

Author: Nick Montfort

Publisher: MIT Press

Published: 2020-02-25

Total Pages: 193

ISBN-13: 0262539764

DOWNLOAD EBOOK →

A study of the relationship between platform and creative expression in the Atari VCS, the gaming system for popular games like Pac-Man and Star Wars: The Empire Strikes Back. The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms—the systems underlying computing. This book, the first in a series of Platform Studies, does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS—often considered merely a retro fetish object—is an essential part of the history of video games.

Game Engine Architecture

Game Engine Architecture PDF

Author: Jason Gregory

Publisher: CRC Press

Published: 2017-03-27

Total Pages: 1042

ISBN-13: 135160564X

DOWNLOAD EBOOK →

Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.

ColecoVision Games Guide

ColecoVision Games Guide PDF

Author: Oscar Toledo Gutierrez

Publisher: Lulu.com

Published: 2019-07-06

Total Pages: 178

ISBN-13: 0359772714

DOWNLOAD EBOOK →

The ColecoVision Games Guide brings you reviews, screenshots and trivia of every game made during the ColecoVision's commercial availability. For newcomers it will be a great guide to the available games, and for fans it will be excellent to discover a few hidden jewels. This is the soft-cover edition in Black&White.

Strategy Game Programming with DirectX 9.0

Strategy Game Programming with DirectX 9.0 PDF

Author: Todd Barron

Publisher: Wordware Publishing, Inc.

Published: 2003

Total Pages: 557

ISBN-13: 1556229224

DOWNLOAD EBOOK →

This book gives hobbyists and professional programmers the knowledge necessary to create a real time strategy game of their own.