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Book
Ready : a Commodore 64 retrospective
Author:
ISBN: 9789812873415 9812873406 9789812873408 9812873414 Year: 2015 Publisher: Singapore : Springer Singapore : Imprint: Springer,

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Abstract

How did the Commodore 64 conquer the hearts of millions and become a platform people still actively develop for even today? What made it so special? This book will appeal to both those who like tinkering with old technology as a hobby and nostalgic readers who simply want to enjoy a trip down memory lane. It discusses in a concise but rigorous format the different areas of home gaming and personal computing where the C64 managed to innovate and push forward existing boundaries. Starting from Jack Tramiel's vision of designing computers "for the masses, not the classes," the book introduces the 6510, VIC-II and SID chips that made the C64 unique. It briefly discusses its Basic programming language and then proceeds to illustrate not only many of the games that are still so fondly remembered but also the first generation of game engines that made game development more approachable − among other topics that are often neglected but are necessary to provide a comprehensive overview of how far reaching the C64 influence was. Written in a straightforward and accessible style, readers will relive the dawn of modern technology and gain a better understanding of the legacy that was built, bit by bit, in those pioneering days by computers that had only a tiny fraction of the power modern machines have and, yet, were used to create the technological world we are now living in. With a foreword by Michael Tomczyk.

Keywords

Engineering. --- Computational Intelligence. --- History of Computing. --- User Interfaces and Human Computer Interaction. --- Mathematical Applications in Computer Science. --- Computers and Education. --- Computer science. --- Education. --- Ingénierie --- Informatique --- Education --- Engineering & Applied Sciences --- Computer Science --- Commodore 64 (Computer) --- User interfaces (Computer systems). --- Computers. --- Computer science --- Computer mathematics. --- Computational intelligence. --- Data processing. --- Mathematics. --- Intelligence, Computational --- Artificial intelligence --- Soft computing --- Computer mathematics --- Discrete mathematics --- Electronic data processing --- Computer uses in education --- Computers in education --- Educational computing --- Microcomputer uses in education --- Microcomputers in education --- Automatic computers --- Automatic data processors --- Computer hardware --- Computing machines (Computers) --- Electronic brains --- Electronic calculating-machines --- Electronic computers --- Hardware, Computer --- Computer systems --- Cybernetics --- Machine theory --- Calculators --- Cyberspace --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Construction --- Industrial arts --- Technology --- Mathematics --- Commodore computers --- Electronic digital computers --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Teaching --- Training --- Informatics --- Science --- Computer science—Mathematics. --- Education—Data processing. --- User interfaces (Computer systems)


Digital
Ready : A Commodore 64 Retrospective
Author:
ISBN: 9789812873415 9789812873422 9789812873408 9789811012570 Year: 2015 Publisher: Singapore Springer Singapore, Imprint: Springer

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Abstract

How did the Commodore 64 conquer the hearts of millions and become a platform people still actively develop for even today? What made it so special? This book will appeal to both those who like tinkering with old technology as a hobby and nostalgic readers who simply want to enjoy a trip down memory lane. It discusses in a concise but rigorous format the different areas of home gaming and personal computing where the C64 managed to innovate and push forward existing boundaries. Starting from Jack Tramiel's vision of designing computers "for the masses, not the classes," the book introduces the 6510, VIC-II and SID chips that made the C64 unique. It briefly discusses its Basic programming language and then proceeds to illustrate not only many of the games that are still so fondly remembered but also the first generation of game engines that made game development more approachable − among other topics that are often neglected but are necessary to provide a comprehensive overview of how far reaching the C64 influence was. Written in a straightforward and accessible style, readers will relive the dawn of modern technology and gain a better understanding of the legacy that was built, bit by bit, in those pioneering days by computers that had only a tiny fraction of the power modern machines have and, yet, were used to create the technological world we are now living in. With a foreword by Michael Tomczyk.


Book
The digital gaming handbook
Author:
ISBN: 0429274599 1000093441 1000093549 9781000093544 9781000093490 1000093492 9780429274596 9781000093445 9780367223847 9780367513764 0367223848 0367513765 Year: 2020 Publisher: Boca Raton CRC Press

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The Digital Gaming Handbook covers the state-of-the-art in video and digital game research and development, from traditional to emerging elements of gaming across multiple disciplines. Chapters are presented with applicability across all gaming platforms over a broad range of topics, from game content creation through gameplay at a level accessible for the professional game developer while being deep enough to provide a valuable reference of the state-of-the-art research in this field. Key Features: International experts share their research and experience in game development and design Provides readers with inside perspectives on the cross-disciplinary aspects of the industry Includes retrospective and forward-looking examinations of gaming Editor: Dr. Roberto Dillon is a leading game studies educator with more than 15 years of experience in the field of game design and development.


Book
2D to VR with unity5 and Google cardboard
Authors: ---
ISBN: 1498781535 1315155273 1351651323 Year: 2017 Publisher: Boca Raton, FL : CRC Press, an imprint of A K Peters/CRC Press,

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The book provides an up-to-date introduction to the latest version of Unity and its workflow by guiding readers through various prototypes. These range from 2D to 3D game concepts for PC and mobile, will allow readers to get acquainted with several important concepts and allow them to become competent Unity developers able to learn at their own pace. The book starts by introducing Unity and proceeds in building a basic understanding of its main components by developing a first, simple 2D game before proceeding in developing a full casual game to development of a simple but immersive 3D game concept to be tested first on PC before exploring how to port it for mobile VR.using Google Cardboard.


Book
Digital transformation in a post-covid world : sustainable innovation, disruption, and change
Authors: ---
ISBN: 1003148719 1003148719 1000454509 Year: 2022 Publisher: Boca Raton, FL : CRC Press,

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Book
The golden age of video games : the birth of a multi-billion dollar industry
Authors: --- ---
ISBN: 1040053602 0429063377 1138427861 1439873240 Year: 2011 Publisher: Boca Raton, Fla. : A K Peters/CRC Press,

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"This book focuses on the history of video games, consoles, and home computers from the very beginning until the mid-nineties, which started a new era in digital entertainment. The text features the most innovative games and introduces the pioneers who developed them. It offers brief analyses of the most relevant games from each time period. An epilogue covers the events and systems that followed this golden age while the appendices include a history of handheld games and an overview of the retro-gaming scene"--

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