Retrogame Archeology: Exploring Old Computer Games
Autor John Aycocken Limba Engleză Hardback – 17 mai 2016
Using examples from over 100 retrogames, this book examines the clever implementation tricks that game designers employed to make their creations possible, documenting these techniques that are being lost. However, these retrogame techniques have modern analogues and applications in general computer systems, not just games, and this book makes these contemporary connections. It also uses retrogames' implementation to introduce a wide variety of topics in computer systems including memory management, interpretation, data compression, procedural content generation, and software protection.
Retrogame Archeology targets professionals and advanced-level students in computer science, engineering, andmathematics but would also be of interest to retrogame enthusiasts, computer historians, and game studies researchers in the humanities.
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Specificații
ISBN-13: 9783319300023
ISBN-10: 3319300024
Pagini: 240
Ilustrații: XIX, 222 p. 172 illus., 20 illus. in color.
Dimensiuni: 155 x 235 x 14 mm
Greutate: 0.52 kg
Ediția:1st ed. 2016
Editura: Springer International Publishing
Colecția Springer
Locul publicării:Cham, Switzerland
ISBN-10: 3319300024
Pagini: 240
Ilustrații: XIX, 222 p. 172 illus., 20 illus. in color.
Dimensiuni: 155 x 235 x 14 mm
Greutate: 0.52 kg
Ediția:1st ed. 2016
Editura: Springer International Publishing
Colecția Springer
Locul publicării:Cham, Switzerland
Cuprins
Introduction.- Memory Management.- Slow, Wildly Incompatible I/O.- Interpreters.- Data Compression.- Procedural Content Generation.- Protection.- Obfuscation and Optimization.- Endgame.
Recenzii
“The author does a pretty good job of taking a look at this most interesting field that many users, gamers, and programmers can identify with … . the book can be of interest also to nonprogrammers, retrogame enthusiasts, historians and researchers, and even just to readers who can recall games from their childhood and develop nostalgia just by reading it. With the use of graphs, tables, figures, and screen captures, the world of retrogames is brought to life.” (Cecilia G. Manrique, Computing Reviews, computingreviews.com, October, 2016)
Caracteristici
The only book of its kind broadly examining retrogame implementation and its modern applications Real examples widely drawn from over 100 games spanning twenty years and a variety of computing platforms and game genres Useful reading for practicing computer scientists and engineers to understand in a compelling way about computer system constraints and how they can be handled