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Computer Games
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- Before Installing Computer Games - Before Installing Computer Games compsimgames.about.com Mama
- Game Audio Programming (Advances in Computer Graphics and Game Development Series)
- Shop4games - [OnLine]Create? Computer games shop stocking all computer games currently on release. www.shop4games.co.uk Mama
- PC Gamer - ... contests, editor clinics, and exclusive access to highly anticipated PC games. ... inventors call the Brain-Computer Interface, or BCI, ... www.pcgamer.com Mama
- School of Informatics - Offers courses in areas such as virtual reality, computer games design, the Internet and software engineering. Includes course and research details, staff profiles, admissions information and news. www.inf.brad.ac.uk Mama
- Hardware Reviews, Computer Hardware Reviews - Dev Hardware - DS Home : Dev Shed | ASP Free | Dev Articles | Scripts | Dev Hardware | Dev Archives | SEO Chat | Dev Mechanic | Web Hosting Dev Hardware ™ Dev Hardware ... www.devhardware.com Mama
- Computer Games to Download - Retro64 Computer games. Download the free versions of our popular arcade-style computer games. Computer Games 64 users online Welcome to Retro64 Computer ... www.retro64.com Mama
- Yahoo! Video Games - Video Game Demos, Cheats, Reviews, Previews, ... - Pacific Theatre, this World War II RTS is one of the worst games you'll ever play. ... Today's most visited titles on Yahoo! Video Games ... www.gamesdomain.com Mama
- Computer Games Price Guide - from Collectibles Price Guide by Judith Miller - Compuet Games Price Guides What's It Worth Old Vintage Games collectibles.about.com Mama
- Jumbo: Free & Shareware MP3 files, Games, Screen Savers & Computer... - Jumbo is the source for free MP3 files, games, desktop themes, screen savers and the latest computer software. Enterprise Apps | Audio & MP3 | Developer | ... www.jumbo.com Mama
- Algorithms and Networking for Computer Games
- Book by Jouni Smed and Harri Hakonen.
- Computer Games: Kids, Puzzle Word Games Download for PC, Mac, Pocket PC - Computer-game.us download Games of Kids, Card Games, Puzzle word Games ... Copyright © 2005 www.computer-game.us - Computer Games Download Site. ... www.computer-game.us Mama
- Many Faces of Go - The 1998 World Computer Go Champion, and ten time US Computer Go Champion. A strong Computer Go opponent. www.smart-games.com Mama
- Top Computer Games - The top computer games section contains dozens of top 10 lists to some of my favorite computer games from all different genres and themes. Also included are top sellers, top/best reviewed, and top budget picks that lists games in all sorts of price ranges for almost any budget. compactiongames.about.com Mama
- -Level 80- Computer game cheats, hints & tips for the PC, Playstation,... - Computer game cheats, hints, tips for the PC, Playstation, Playstation 2, Nintendo 64, Xbox, SNES, Sega Saturn, Gameboy, Gamecube and Dreamcast Computer game ... www.level80.co.uk Mama
- Center for Computer Games Research Copenhagen - ... Games Research IT University of Copenhagen. Computer games are an ... The Center for Computer Games Research. is located at the cross-disciplinary ... game.itu.dk Mama
- Barbie Computer Games - Barbie Games for Girls - Take Barbie on adventures in these Barbie computer games designed for young girls. compsimgames.about.com Mama
- Star Trek Computer Games - Previews, reviews, news, patches, downloads and more for both new and classic [i]Star Trek[/i] computer games, both those you play online and those you buy in a box. scifi.about.com Mama
- Game Studies - Peer-reviewed, scholarly journal on computer games. Articles focus on aesthetic, cultural and communicative aspects of computer games. gamestudies.org Mama
- 50 Robots to Draw and Paint- Create Fantastic Robot Characters for Comic Books, Computer Games, and Graphic Novels
Create Fantastic Robot Characters for Comic Books, Computer Games, and Graphic Novels:
- Ahead (UK) - UK Suppliers of computer components and accessories -... - Ahead (UK) - Suppliers of computer components and accessories - Gadgets, electronics and technology products at bargain cheap and discount prices, best buys, ... www.ahead-computers.com Mama
- Yahoo! Games - Internet gaming community offering free multi-player games and games clubs. Also news, reviews, demos, ratings, and cheats. games.yahoo.com Mama
- Computer Games - La rivista Computer Games Gold online. www.edmaster.it Mama
- Bytes N Games Index - Retailer of computer games and computer systems. Leading Edge computer group member in Charlestown. www.bytesngames.com.au Mama
- Game On - A Saffron Walden computer games retailer. Selling all makes of games console as well as computer games for every modern platform. www.gameongames.co.uk Mama
- Third Person Computer Games - Third person computer games cover games that are played from a third person's point of view. The majority of third person games have a the view slightly above and behind the main character, but can also include more 2D graphic adventure games. The third person games category is broken down in alphab compactiongames.about.com Mama
- PC Gameworld - pc games, game demos, downloads, movies, patches, ... - News, reviews, previews, cheats and downloads. ... Top 10 Selling PC Games The top ten PC games this week is headlined by EA's movie ... www.pcgameworld.com Mama
- Computer Games for Kids Ages 6 to 9 - A list of computer games that young children (ages 6 to 9) would be able to play. compsimgames.about.com Mama
- Game Art- The Graphic Art of Computer Games
The Graphic Art of Computer Games:
- Book by Leo Hartas and Dave Morris.
Book by James Boer. Charles River Media 640 pages Hardcover Published 2002-10-25. Description: Game Audio Programming is a comprehensive guide to interactive audio programming for the Microsoft Windows ® platform. Written for C++ programmers implementing an audio system for an entertainment or multimedia title, this practical reference covers a wide range of topics relevant to today?s audio programmers, including DirectX Audio, audio decompression libraries, hardware filters and effects, geometric representation of world data for effects, occlusion and obstruction, and more. In addition, a full-featured, documented, and internally commented game audio programming (GAP) library is referenced throughout the book to explain various concepts. The library is included on the companion CD-ROM and can be used as either a ready-to-use library for your own games or as reference code to help implement an audio system.
- Review:: 'A great resource For anyone actually doing practical audio programming for a game, this book is a great resource. No, it doesn't dig into academic minutia such as implementing your own software mixer, or explaining FFTs or writing custom DSPs, as those topics fall outside the realm of game programming (yes, audio compression uses these items, but no one writes their own audio compression codecs anymore, especially with good open-source alternatives available). Modern audio programming is all about taking advantage of hardware acceleration, and that means using APIs such as DirectX that can do this. The book is quite specialized, but digs into the APIs and gives a lot of good advice on practical implementation that you won't find anywhere else.
It also contains a good deal of the meat and potatoes of game audio programming, such as developing and interactive music system, or creating compelling dynamic soundscapes. The APIs are a big part of that, but not the only part, as a good portion of the book is devoted to these higher-level programming concepts. I'd highly recommend this book to any game developer who needs to implement (or improve) an audio engine for their Windows PC game. It will give you a big head start, with lots of working source code to play with.
- Review:: 'Good for learning about API, not audio prgramming I agree with a previous reviewer that this book is dedicated to developing a high to mid level audio engine based on [DirectSound]Create? and [DirectMusic]Create?. This book is not about audio programming from scratch. It doesn't give any algorithms for implementing your own 3D audio engine. It does give pretty good explanation of the [I3DL2]Create? spec (but this can be gleaned from the AISIG site. It also has a good explanation of Occlusion and Obstruction.
- Review:: 'A book about API, not audio This book was very disappointing. It is a book about programming audio APIs, not programming audio algorithms. The section on Advanced 3D Techniques is mostly a description of how to use EAX. There is little here that could not be gleaned from the documentation and examples that come with the APIs in question.
This has only the barest whisper of theory. Just enough for someone to understand what a certain function in the provided APIs might mean. DSP, FFT and DCT are not even mentioned in the index! In all, this book is pretty much useful only to someone who doesn't want to deal with the included SDK documentation with DirectX Audio. Anyone working upon a different platform, or wishing to go beyond the basics of merely playing back samples should look elsewhere. Do you really need a 640 page long book just to figure out how to play back a sample?
- Review:: 'Excellent
- Informative, Disciplined, and Practical... I recently had the opportunity to be the sole programmer for a very cool project that was a combination of a music player and a comprehensive jukebox. Yet, this was my first experience with *serious* audio programming on the Windows platform.While doing my research on how I would meet the requirements for this project (including playback, sound mixing, crossfading, and conversions between the various standard audio formats - WAV, WMA, MP3, OGG Vorbis), I was very fortunate to stumble on this book while in a bookstore in Manhattan. At first I was thrown off by the title and assumed that this book was intended solely for 'game developers.' However, after picking it up and scanning it, I quickly realized that that was not the case. This book is for *anyone* interested in audio programming on the Windows platform. In my opinion, this book accomplishes several things VERY well: 1) Provides the reader with a very good understanding about how audio works in general and the key components of any wave that you must understand when tackling a project such as mine (eg. sampling rate, bit depth, etc.) 2) While geared towards using the DirectX Audio APIs, the author provides a sound explanation (no pun intended) of why this API should be seriously considered and how it compares to using other APIs (typically offered by a 3rd party) 3) Perhaps most important, the author takes a very disciplined approach to the design of an audio system. This is extrememly helpful since many readers, like myself, will purchase this book not only because they have an interest in audio, but also because they need/want to build their own set of audio engines that they can use/reuse in present and future projects. This feature alone seperates this book from most, if not all others (that are typically reference books to a technology such as DirectX). This also demonstrates that the author has a very solid meta-level understanding of what he is writing about, pulling from many recognized and practical real-world projects. 4) Serves as a very good reference to the DirectX Audio APIs ([DirectSound]Create? and [DirectMusic]Create?) and even the Windows Media Format SDK 5) Discusses the main file formats (Raw PCM, WAV, WMA, MP3, OGG Vorbis) and how you can employ various codecs to get wave data from a file to a [DirectSound]Create? buffer or vice versa. This is very useful because, on the Windows platform, you dont get some of these formats for free. So, an understanding of how you can design a system to support virtually any audio codec is therefore invaluable - and something the author does very well. He even walks you through the integration of the MP3 and OGG Vorbis formats into your audio engine. I really cant say enough about this book. In fact, even though I shop here ALL the time, this is the first book review I have ever written on Amazon's website. Anyone who is interested in audio programming, at ANY level, should purchase this book. You will NOT be disappointed.
- Review:: 'Excellent
- Informative, Disciplined, and Practical... I recently had the opportunity to be the sole programmer for a very cool project that was a combination of a music player and a comprehensive jukebox. Yet, this was my first experience with *serious* audio programming on the Windows platform.While doing my research on how I would meet the requirements for this project (including playback, sound mixing, crossfading, and conversions between the various standard audio formats - WAV, WMA, MP3, OGG Vorbis), I was very fortunate to stumble on this book while in a bookstore in Manhattan. At first I was thrown off by the title and assumed that this book was intended solely for 'game developers.' However, after picking it up and scanning it, I quickly realized that that was not the case. This book is for *anyone* interested in audio programming on the Windows platform. In my opinion, this book accomplishes several things VERY well: 1) Provides the reader with a very good understanding about how audio works in general and the key components of any wave that you must understand when tackling a project such as mine (eg. sampling rate, bit depth, etc.) 2) While geared towards using the DirectX Audio APIs, the author provides a sound explanation (no pun intended) of why this API should be seriously considered and how it compares to using other APIs (typically offered by a 3rd party) 3) Perhaps most important, the author takes a very disciplined approach to the design of an audio system. This is extrememly helpful since many readers, like myself, will purchase this book not only because they have an interest in audio, but also because they need/want to build their own set of audio engines that they can use/reuse in present and future projects. This feature alone seperates this book from most, if not all others (that are typically reference books to a technology such as DirectX). This also demonstrates that the author has a very solid meta-level understanding of what he is writing about, pulling from many recognized and practical real-world projects. 4) Serves as a very good reference to the DirectX Audio APIs ([DirectSound]Create? and [DirectMusic]Create?) and even the Windows Media Format SDK 5) Discusses the main file formats (Raw PCM, WAV, WMA, MP3, OGG Vorbis) and how you can employ various codecs to get wave data from a file to a [DirectSound]Create? buffer or vice versa. This is very useful because, on the Windows platform, you dont get some of these formats for free. So, an understanding of how you can design a system to support virtually any audio codec is therefore invaluable - and something the author does very well. He even walks you through the integration of the MP3 and OGG Vorbis formats into your audio engine. I really cant say enough about this book. In fact, even though I shop here ALL the time, this is the first book review I have ever written on Amazon[.com]'s website. Anyone who is interested in audio programming, at ANY level, should purchase this book. You will NOT be disappointed.
Book by Jouni Smed and Harri Hakonen. John Wiley & Sons 286 pages Hardcover Published 2006-07-11. Description: Algorithms and Networking for Computer Games is an essential guide to solving the algorithmic and networking problems of modern commercial computer games, written from the perspective of a computer scientist. Combining algorithmic knowledge and game-related problems, the authors discuss all the common difficulties encountered in game programming. The first part of the book tackles algorithmic problems by presenting how they can be solved practically. As well as “classical” topics such as random numbers, tournaments and game trees, the authors focus on how to find a path in, create the terrain of, and make decisions in the game world. Part two introduces networking related problems in computer games and focuses on three key questions: how to hide the inherent communication delay, how to utilize limited network resources, and how to cope with cheating. Algorithms and Networking for Computer Games provides a comprehensive resource that offers deeper algorithmic insight into game programming and explains game-specific network considerations. Read on for… - Algorithmic solutions in pseudo code format, which not only emphasizes the idea behind the solution, but also can easily be written into the programming language of your choice.
- A section on the Synthetic player, covering decision-making, influence maps, finite-state machines, flocking, fuzzy sets and probabilistic reasoning.
- In-depth treatment of network communication including dead reckoning, local perception filters and cheating prevention.
- 51 ready-to-use algorithms and 178 illustrative exercises.
Algorithms and Networking for Computer Games is a must-read text for advanced undergraduate and graduate students on computer game-related courses, postgraduate researchers in game-related topics, and game developers interested in new approaches and the theoretical background to games.
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