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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.
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.
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
Erscheinungsjahr: | 2016 |
---|---|
Genre: | Informatik, Mathematik, Medizin, Naturwissenschaften, Technik |
Rubrik: | Naturwissenschaften & Technik |
Medium: | Buch |
Inhalt: |
xix
222 S. 152 s/w Illustr. 20 farbige Illustr. 222 p. 172 illus. 20 illus. in color. |
ISBN-13: | 9783319300023 |
ISBN-10: | 3319300024 |
Sprache: | Englisch |
Herstellernummer: | 978-3-319-30002-3 |
Ausstattung / Beilage: | HC runder Rücken kaschiert |
Einband: | Gebunden |
Autor: | Aycock, John |
Auflage: | 1st ed. 2016 |
Hersteller: |
Springer Nature Switzerland
Springer International Publishing Springer International Publishing AG |
Maße: | 241 x 160 x 19 mm |
Von/Mit: | John Aycock |
Erscheinungsdatum: | 17.05.2016 |
Gewicht: | 0,535 kg |
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
Erscheinungsjahr: | 2016 |
---|---|
Genre: | Informatik, Mathematik, Medizin, Naturwissenschaften, Technik |
Rubrik: | Naturwissenschaften & Technik |
Medium: | Buch |
Inhalt: |
xix
222 S. 152 s/w Illustr. 20 farbige Illustr. 222 p. 172 illus. 20 illus. in color. |
ISBN-13: | 9783319300023 |
ISBN-10: | 3319300024 |
Sprache: | Englisch |
Herstellernummer: | 978-3-319-30002-3 |
Ausstattung / Beilage: | HC runder Rücken kaschiert |
Einband: | Gebunden |
Autor: | Aycock, John |
Auflage: | 1st ed. 2016 |
Hersteller: |
Springer Nature Switzerland
Springer International Publishing Springer International Publishing AG |
Maße: | 241 x 160 x 19 mm |
Von/Mit: | John Aycock |
Erscheinungsdatum: | 17.05.2016 |
Gewicht: | 0,535 kg |