Hacking Video Game Consoles Turn your old video game systems into awesome new portables by Ben Heckendorn


Sinopsis


On New Year’s Eve 1999, some friends and I were wandering around downtown Madison, Wisconsin, waiting to start celebrating (typically around 3–4 p.m. in our state). During our travels, we came across a used-game store and inside, they had a glass case containing Atari 2600 cartridges. Much to my surprise, some of them were quite expensive!
 
“Do people actually pay money for Atari games?” I asked the friendly shop manager. “Oh yeah...” he replied, kindly pausing from his hamburger consumption to set my feet upon the path of knowledge. “People buy that stuff all the time.”
 
This amazed me. You see, I’ve been an Atari fan as far back as I can remember, which translates to approximately 1980. Because my parents had bought into that “it will ruin your TV!” myth, I was pretty much the only person I knew who didn’t have one, but I still managed to play a lot, thanks to my friends and relatives. A few years later, I managed to get an Atari 800 computer, which held me over pretty well until, one glorious day in 1994, I plunked down $20 for my first, very own Atari 2600 game system (complete with dust, grime, and flaky joysticks). Sure, I played SNES and Playstation during the 90’s like everyone else, but I still kept the Atari hooked up so I could squeeze off a round of Space Invaders or Asteroids if I felt like it.
 
Seeing those Atari games in that store got me thinking... maybe I wasn’t the last fan out there... maybe I wasn’t alone. Luckily, the Internet (and the world) didn’t end at the stroke of midnight as some had predicted, so I was able to do a search the next day. Sure enough, a huge fan base for Atari existed, with people even programming new games for the 2600, as well as other old systems! I felt vindicated!



Content

  1.  So You Want to Make a Portable Video Game System, Eh?
  2.  Choosing a Game Console to Make Portable
  3. Knowing Your Tools
  4. Learning Basic Electronics for Portables
  5. Hacking Pocket Televisions
  6. Using Computerized Cutting Equipment
  7. Making Portable Game Consoles
  8. Making Your Nintendo Entertainment System Portable
  9. Building a Portable Nintendo By Hand
  10. Building a Portable Nintendo Using CNC Machinery
  11. Making Your Super Nintendo Entertainment System Portable
  12. Building a Portable Super Nintendo by Hand
  13. Building a Portable Super Nintendo Using CNC Machinery
  14. Making Your Sony PSOne Portable
  15. Building a Portable Playstation 1 by Hand
  16. Making a Portable Playstation 1 Using CNC Machinery
  17. Making Your Atari 2600 Portable
  18. Building a Portable Atari 2600 by Hand
  19. Making a Portable Atari 2600 Using CNC Machinery




Download PDF Maya 8 The Complete Reference by Tom Meade and Shinsaku Arima


Sinopsis


Maya is a culmination of technologies created by some of the most prominent computer graphics developers of the past two decades. It is the largest commercial computer application ever written, with levels of complexity and functionality exceeding other high-end 3D animation packages.
 
Since its release, film effects companies such as Weta Digital, Industrial Light & Magic (ILM), Pixar, Sony Imageworks, and Digital Domain have adopted Maya as their standard application for producing 3D animated effects. Recognizing its technological superiority to its competitors, Sony and Microsoft have helped to define Maya as the industry standard for video game production as well, with companies such as Electronic Arts and LucasArts developing content for the PlayStation and Xbox platforms. Web, print, and industrial designers are also poised to adopt Maya as an industry standard for 3D graphics because of the unlimited functionality and price point not offered by any other 3D application on the market today.
 
In 2003, the Academy of Motion Picture Arts and Sciences recognized these achievements and the software’s impact on the movie industry by awarding Alias with an Oscar for Technical Achievement. In 2006, Alias was purchased and is now owned by Autodesk.
 
Maya comprises a complete, integrated set of practical, easy-to-use tools for creating complicated special effects. These tools enable 3D modeling; animating; texturing, lighting, and rendering capabilities; and dynamics. Maya’s scripting language, MEL (Maya Embedded Language) allows users the flexibility to create and modify existing toolsets to create their own custom functions and streamline their production processes. The unique level of integration of Maya’s tools prevents compatibility problems often caused in competing applications that rely on plugin technologies or that require additional software packages to create all elements of an animated 3D scene.
 
So now that you have Maya installed on your computer, how can you begin realizing your creative potential on the screen in front of you? Before we get into the specifics, it is important that you understand the concepts and processes behind a 3D production. In this chapter, we define these processes and explain how Maya handles them.


Content

  1. Introduction to Maya
  2. Core Concepts
  3. The Maya User Interface
  4. Modeling
  5. Polygonal Modeling
  6. Organic Modeling
  7. Basic NURBS Modeling
  8. Advanced NURBS Modeling
  9. Preparing Models for Animation
  10. Character Setup
  11. Deformers
  12. Joints and Skeletons
  13. Skinning and Advanced Deformations
  14. Connecting Attributes
  15. Character Controls
  16. MEL Scripting
  17. Animation
  18. Animation Basics
  19. Character Animation
  20. Animation Tools
  21. Texturing, Lighting, and Rendering
  22. Texture Basics
  23. Texturing in Practice
  24. Painting in Maya
  25. Lights and Cameras
  26. Rendering
  27. Particles, Emitters, and Fields
  28. Particles and Fields
  29. Advanced Particle Systems and Effects
  30. Rigid and Soft Body Dynamics
  31. Maya Hair
  32. Postproduction
  33. Rendering for Postproduction
  34. Compositing in Postproduction



Download PF Build Your Own High Permormance Gamers' MOD PC by Joel Durham

Download PDF Advanced 3D Game Programming with DirectX 9.0 by Peter Walsh

Download PDF Advanced 3D Game Programming with DirectX 9.0 by Peter Walsh


Sinopsis

For those of you who have never used it, OpenGL is another graphics API. Silicon Graphics designed it in the early '90s for use on their high-end graphics workstations. It has been ported to countless platforms and operating systems. Outside of the games industry in areas like simulation and academic research, OpenGL is the de facto standard for doing computer graphics. It is a simple, elegant, and fast API. Check out http://www.opengl.org for more information. But it isn't perfect. First of all, OpenGL has a large amount of functionality in it. Making the interface so simple requires that the implementation take care of a lot of ugly details to make sure everything works correctly. Because of the way drivers are implemented, each company that makes a 3D card has to support the entire OpenGL feature set in order to have a fully compliant OpenGL driver. These drivers are extremely difficult to implement correctly, and the performance on equal hardware can vary wildly based on driver quality. In addition, DirectX has the added advantage of being able to move quickly to accommodate new hardware features. DirectX is controlled by Microsoft (which can be a good or bad thing, depending on your view of it), while OpenGL extensions need to be deliberated by committees. My initial hope was to have two versions of the source code—one for Windows and Direct3D and the other for Linux and OpenGL. This ended up not being possible, so I had to choose one or the other; I chose Direct3D.



Content


  1. Chapter 1 - Windows
  2. Chapter 2 - Getting Started with DirectX
  3. Chapter 3 - Communicating with DirectInput
  4. Chapter 4 - DirectSound
  5. Chapter 5 - 3D Math Foundations
  6. Chapter 6 - Artificial Intelligence
  7. Chapter 7 - UDP Networking
  8. Chapter 8 - Beginning Direct3D
  9. Chapter 9 - Advanced 3D Programming
  10. Chapter 10 - Advanced Direct3D
  11. Chapter 11 - Scene Management
  12. Appendix - An STL Primer



Download PDF Game Programming All in One by Bruno Miguel Teixeira de Sousa



Sinopsis

I’ve chosen C++ for this book for several reasons. C++ is a popular programming language that is easy to work with on big projects and is used to build independent components and more. Let’s go over some of these advantages to prove this choice. As you may have heard, C++ is an object-oriented programming language, but what does this mean? Object-oriented programming (or OOP) is a programming paradigm that has proved to be very successful. The idea behind it is to think of modules as objects, it lets you incorporate the attributes and methods of things into working objects. OOP and other programming paradigms to aid your code construction are described in Chapter 9.
 
C++ is a low-level language it works at a very low, or near, level with the computer. The lower level a language is, the faster it will perform, but the more cryptic it will become. At this time, Assembly (do not confuse with Assembler, which is the Assembly compiler) is the lowest language available. There is also C (the predecessor to C++), which is a bit lower level than C++ but higher level than Assembly; however, it isn’t as OOP-friendly as C++. Various other higher languages are available, such as Pascal, Delphi, Visual Basic, and so on.
 
C++ is similar to its predecessor. Apart from offering more capabilities than C, like classes and polymorphism, it is compatible with C, which means that a C++ compiler can compile existing C code without any problem. You can also use C and C++ code in the same program.


Content

  1.  C++ Programming
  2. Introduction to C++ Programming
  3. Variables and Operators
  4. Functions and Program Flow
  5. Multiple Files and the Preprocessor
  6. Arrays, Pointers, and Strings
  7. Classes
  8. Developing Monster
  9. Streams
  10. Basic Software Architecture
  11. Windows Programming 
  12. Designing Your Game Library: Mirus
  13. Beginning Windows Programming
  14. Introduction to DirectX
  15. DirectX Graphics
  16. DirectInput
  17. DirectSound
  18. Hardcore Game Programming
  19. Introduction to Game Design
  20. Data Structures and Algorithms
  21. The Mathematical Side of Games
  22. Introduction to Artificial Intelligence
  23. Introduction to Physics Modeling
  24. Building Breaking Through
  25. Publishing Your Game



Download PDF Tricks of the Windows Game Programming Gurus fundamentals of 2D and 3D Game Programming by André Lamothe



Sinopsis

A long time ago, in a galaxy far, far, away, I wrote a book about game programming called Tricks of the Game Programming Gurus. For me, it was an opportunity to create something that I had always wanted—a book that taught the reader how to make games. Anyway, it’s been a few years and I’m a little older and wiser, and I have definitely learned a lot of tricks <BG>. This book is going to continue where the old book left off. I’m going to cover every major topic in game programming that I can fit within the binding of this bad boy!
 
However, as usual, I’m not going to assume that you are already a master programmer or that you even know how to make games. This book is for beginners as well as advanced game programmers. Nonetheless, the tempo is going to be fierce, so don’t blink!
 
Today is probably the coolest time in history to be in the game business. I mean, we now have the technology to create games that do look real! Imagine what will come next? But all this technology isn’t easy to understand or trivial—it takes hard work. These days the bar has definitely been raised on the skill set needed to make games. But if you’re reading this, you are probably one of those people who like a challenge, right? Well, you came to right place, because when you’re done with this book you will be able to create a full 3D, texture-mapped, professionally lit video game for the PC. Moreover, you will understand the underlying principles of artificial intelligence, physics modeling, game algorithms, 2D/3D graphics, and be able to use 3D hardware today and in the future.




Content


  1. Windows Programming Foundations
  2. Journey into the Abyss
  3. The Windows Programming Model
  4. Advanced Windows Programming
  5. Windows GDI, Controls, and Last-Minute Gift Ideas
  6. DirectX and 2D Fundamentals
  7. DirectX Fundamentals and the Dreaded COM
  8. First Contact: DirectDraw
  9. Advanced DirectDraw and Bitmapped Graphics
  10. Vector Rasterization and 2D Transformations
  11. Uplinking with DirectInput and Force Feedback
  12. Sounding Off with DirectSound and DirectMusic
  13. Hardcore Game Programming
  14. Algorithms, Data Structures, Memory Management, and Multithreading
  15. Making Silicon Think with Artificial Intelligence
  16. Playing God: Basic Physics Modeling
  17. Putting It All Together: You Got Game!

Download PDF Learning Java Through Games by Lubomir Stanchev


Sinopsis

Computers are electronic devices that can perform calculations. The first electronic digital computer was built by physics professor John Atanasoff and his graduate student Clifford Berry in 1937. The computer could not be programmed and could be used only to solve linear equations. Six years later, in 1943, the first programmable electronic computer was built by Tommy Flowers; see Figure 1.1.

As you can see in the picture, the first computers took a lot of space. Different components, such as secondary storage and main memory, were in separate racks. Early computers could easily fill a present-day classroom. Colloquial expressions such as: “I will go to check on the memory” were common in those days. Even the term “bug”, which is commonly used to describe a software error, derives from the days when actual rodents were roaming around the different components of a computer. As time progressed, computers became smaller and cheaper. The personal computer was introduced in the late 1970s and early 1980s by the likes of Hewlett Packard, Apple, and IBM.

Software is usually written by software programmers using a programming language, such as Java or C. It is then converted into binary code that the CPU can understand. A compiler will directly translate the program code into binary (or executable) code, which can be later executed. For example, in Windows executable files have the extension .exe. Conversely, an interpreter interprets the program. It translates every line of code into executable code, which is then executed. A file that contains the executable code is not created. An interpreter is usually slower than a compiler because each line of code needs to be translated into executable code before it can be executed.

Java takes an approach that uses both a compiler and interpreter. Java code is compiled into Java binary code, which is different than the binary code that the CPU can understand. This binary code can be later executed by a Java Virtual Machine (JVM) interpreter. This is the reason why Java programs can run slower than programs that are directly compiled, such as programs written in the C programming language. Alternatively, the Java Virtual Machine may be physically coded as part of the CPU. For example, some cell phones have CPUs that can execute Java binary code.

There are two general types of software: operating system software and application software. Operating systems software provides the interface between the hardware of the computer and the application software. For example, the operating system of a computer allows programs to access input and output devices, such as the keyboard, the hard disk, the mouse, and the monitor. Most modern operating systems also provide Graphical User Interface (GUI) to the system. A different responsibility of the operating system is to allow programs to execute concurrently and share resources, such as the main memory and the hard disk. The application software in a computer is made up of the programs that are run by the end users. These include games, office software, and web browsers.

Computer software can be written using different programming languages. A programming language of first generation is machine code. To put it differently, this is a sequence of zeros and ones that the computer can understand. Such code can be represented, for example, in hexadecimal notation. A typical example of a machine instruction is to read data that is stored in a location of main memory. The problem with machine code is that it is low level and it is difficult for humans to interpret. A second-generation programming language is referred to as Assembly language. Now the instructions are written using English words (e.g., add, sub, move, etc.). There is a straightforward mapping between code written in an Assembly language and machine code. The disadvantage of Assembly is that it is a very low level language and writing Assembly code is difficult. A third-generation programming language provides high-level access to the data. Examples of third-generation programming languages include C, C++, and Java.

Content 

  1. Computer Hardware and Software
  2. Data Types and Conditional Statements
  3. Loops
  4. Methods and Formatted Output
  5. Introduction to Arrays
  6. Introduction to Classes
  7. The ArrayList Class and the enum Keyword
  8. Classes Revisited
  9. Fun with Swing
  10. Nested Classes and Event Handling
  11. The Breakout Game (Complete Version)
  12. Layout Management and GUI Components
  13. Exception Handling and Files
  14. Recursion
  15. Java Applets



Download PDF The Lego Adventure Book

Download PDF Lego Space Building The Future by Peter Reid


Sinopsis

In October 1957, an elite group of Soviet scientists made history. The world’s first man-made orbital satellite,

Sputnik, launched from the Tyuratam Complex in Kazakh. The event marked the dawn of the Space Age. After blasting free from Earth’s gravity, Sputnik settled into its planned orbit and began transmitting information back to Earth. The scientists were jubilant as they established radio contact with the world’s first artificial satellite.

The compact sphere made a complete orbit every 96.2 minutes, transmitting a continuous pattern of beeps to radio operators across the globe. Sputnik exceeded its creators’ expectations, dispatching information for 22 days before losing battery power. A valuable component of these signals was environmental telemetry, including atmospheric temperature and pressure readings. A decaying orbit drew the satellite slowly back to
Earth, and after three months in space, Sputnik burned up as it reentered the atmosphere.

Content

  1. THE SPACE AGE
  2. THE FEDERATION
  3. SHIPS OF THE FEDERATION
  4. Inhospitable Climate Engineers
  5. New Frontiers
  6. Realm of Shadows
  7. Army of Darkness 
  8. Star Justice
  9. Infiltration
  10. Across the Universe



Download PDF THe Lego mindstorms EV3 Laboratory build, program, and experiment with five wicked cool robots! by daniele benedettelli


Sinopsis

Your LEGO MINDSTORMS EV3 31313 set includes a collection of LEGO elements, a printed manual (with instructions for building the official robot, TRACK3R, and some hints about how to get started with the EV3 Intelligent Brick), a USB-to-miniUSB cable to connect the EV3 Brick to your computer, and a paper test pad (just unroll the sleeve surrounding the box)—but no software. Where is the software? You can download it from the Downloads section of the LEGO MINDSTORMS EV3 official website (http://LEGO.com/mindstorms/). The LEGO Technic elements in the box are beams, pins, gears, and wheels as well as electronic components like

Content

  1. your LEGO MINDSTORMS EV3 set
  2. building ROV3R
  3. programming
  4. advanced programming with the brick program app.
  5. EV3 programming
  6. experimenting with the EV3 infrared components.
  7. the math behind the magic!
  8. LEGO recipes
  9. building WATCHGOOZ3
  10. programming WATCHGOOZ3
  11. building the SUP3R CAR
  12. programming the SUP3R CAR
  13. building the SENTIN3L
  14. programming the SENTIN3L
  15. building the T-R3X
  16. programming the T-R3X.
  17. the EV3 31313 set bill of materials
  18. differences between the education set and retail set



Download PDF THE LEGO BUILD IT BOOK AMAZING VEHICLES by Nathanaël Kuipers

Download PDF Unity 4.x Game AI Programming Learn and implement game AI in Unity 3D with a lot of sample projects and next-generation techniques to use in your Unity3D projects by Aung Sithu Kyaw


Sinopsis

This chapter will give you a little background on artificial intelligence in academic, traditional domains, and game specific applications. We'll learn how the application and implementation of AI in games is different from other domains, and the important and special requirements for AI in games. We'll also explore the basic
techniques of AI used in games. This chapter will serve as a reference for later chapters, where we'll implement those AI techniques in Unity.

Artificial Intelligence (AI)

Living organisms such as animals and humans have some sort of intelligence that helps us in making a particular decision to perform something. On the other hand, computers are just electronic devices that can accept data, perform logical and mathematical operations at high speeds, and output the results. So, Artificial
Intelligence (AI) is essentially the subject of making computers able to think and decide like living organisms to perform specific operations.

So, apparently this is a huge subject. And there's no way that such a small book will be able to cover everything related to AI. But it is really important to understand the basics of AI being used in different domains. AI is just a general term; its implementations and applications are different for different purposes, solving different sets of problems.

AI in games

Game AI needs to complement the quality of a game. For that we need to understand the fundamental requirement that every game must have. The answer should be easy. It is the fun factor. So, what makes a game fun to play? This is the subject of game design, and a good reference is The Art of Game Design by Jesse Schell. Let's attempt to tackle this question without going deep into game design topics. We'll find that a challenging game is indeed fun to play. Let me repeat: it's about making a game challenging. This means the game should not be so difficult that it's impossible for the player to beat the opponent, or too easy to win. Finding the right challenge level is the key to make a game fun to play.

Content

  1. Introduction to AI
  2. Finite State Machines
  3. Random and Probability
  4. Implementing Sensors
  5. Flocking
  6. Path Following and Steering Behaviors
  7. A* Pathfinding
  8. Navigation Mesh
  9. Behavior Trees
  10. Putting It All Together



Download PDF The Art Of The Middle Game a Pinguin Handbook By Pail Keres

Download PDF Electronic Games For The Evil Genius 35 Do It Yourself Entertaining Projects by Tom Petruzzellis

Download Physics for Game Developers : Science, Math, and Code For Realistic Effects, 2nd Ed


Sinopsis

Simply put, this book is targeted at computer game developers who do not have a strong mechanics or physics background, charged with the task of incorporating real physics in their games.

As a game developer, and very likely as a gamer yourself, you’ve seen products being advertised as “ultra-realistic,” or as using “real-world physics.” At the same time you, or perhaps your company’s marketing department, are wondering how you can spice up your own games with such realism. Or perhaps you want to try something completely new that requires you to explore real physics. The only problem is that you threw your college physics text in the lake after final exams and haven’t touched the subject since. Maybe you licensed a really cool physics engine, but you have no idea how the underlying principles work and how they will affect what you’re trying to model. Or, perhaps you are charged with the task of tuning someone else’s physics code but you really don’t understand how it works. Well then, this book is for you.

Sure you could scour the Internet, trade journals, and magazines for information and how-to’s on adding physics-based realism to your games. You could even fish out that old physics text and start from scratch. However, you’re likely to find that either the material is too general to be applied directly, or too advanced requiring you to search for other sources to get up to speed on the basics. This book will pull together the information you need and will serve as the starting point for you, the game developer, in your effort to enrich your game’s content with physics-based realism.

This book is not a recipe book that simply gives sample code for a miscellaneous set of problems. The Internet is full of such example programs (some very good ones we might add). Rather than give you a collection of specific solutions to specific problems, our aim is to arm you with a thorough and fundamental understanding of the relevant topics such that you can formulate your own solutions to a variety of problems. We’ll do this by explaining, in detail, the principles of physics applicable to game development, and by providing complimentary hand calculation examples in addition to sample programs.