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Computers
: Entertainment & Games
Entertainment & Games eBooks
You have selected the subject of Entertainment & Games. The eBooks in this subject are listed below.
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RESULTS: 51 to 60 of 68
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Professional XNA Game Programming
By: Nitschke, Benjamin
Published by: Wrox
You haven't experienced the full potential of Xbox 360 or Windows until you've created your own homebrewed games for these innovative systems. With Microsoft's new XNA Framework, the only thing limiting you is your imagination. Now professional game developer and Microsoft DirectX MVP Benjamin Nitschke shows you how to take advantage of the XNA Game Studio Express tools and libraries in order to build cutting-edge games.
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Price: $39.99
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Programming Video Games for the Evil Genius
By: Cinnamon, Ian
Published by: McGraw-Hill/TAB Electronics
IF EVIL'S YOUR NAME,THEN THESE ARE YOUR GAMES!. Always wanted to be a genius game creator? This Evil Genius guidegoes far beyond a typical programming class or text to reveal insider tips for breaking the rules and constructing wickedly fun games that you can tweak and customize to suit your needs!. In Programming Video Games for the Evil Genius, programming wunderkind Ian Cinnamon gives you everything you need to create and control 57 gaming projects. You'll find easy-to-follow plans featuring Java, the most universal programming language, that run on any PC, Mac, or Linux computer.: Illustrated instructions and plans for an awesome mix of racing, board, shoot 'em up, strategy, retro, and puzzle games; Gaming projects that vary in difficulty-starting with simple programs and progressing to sophisticated projects for programmers with advanced skills; An interactive companion website featuring a free Java compiler, where you can share your projects with Evil Geniuses around the globe; Removes the frustration-factor-all the parts you need are listed, along with sources. Regardless of your skill level, Programming Video Games for the Evil Genius provides you with all the strategies, code, and insider programming advice you need to build and test your games with ease, such as: Radical Racing; Screen Skier; Whack an Evil Genius; Tic-Tac-Toe Boxing; Snake Pit; Space Destroyers; Bomb Diffuser; Trapper; Oiram; Java Man; Memory; Ian Says
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Price: $24.95
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Quake 4TM Mods For Dummies®
By: Guilfoyle, Erik
Published by: John Wiley & Sons, Inc.
Rather than starting from scratch, would-be game developers can take advantage of freely available 3D game engines so that they can focus on the fun partcreating the gamerather than first creating the technology necessary to create the game. Mods alter the way a game is played, whether it means adding a new weapon, adding a whole new level to play, or even changing the rules of the game. This book contains step-by-step instruction for those interested in using id Softwares Quake game engine to create modifications to the game. Covers installing the editor, thinking up an initial mod, making game maps, adding textures, adding characters, and publishing and distributing mods
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Price: $29.99
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Second Life For Dummies
By: Robbins, Sarah; Bell, Mark
Published by: For Dummies
Covers topics such as: what to do once you get off Orientation Island and how to get around; customizing your avatar to get the look you want; exchange rates from real world dollars to Linden dollars; managing your finances and making purchases; meeting folks you want to meet and deflecting those you don't; and developing a home base for yourself.
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Price: $24.99
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Secrets of PlayStation Portable
By: Durham, Joel
Published by: Pearson Education
With over 13 million shipped, the Sony PlayStation Portable, or PSP, is one of the fastest selling game consoles in history. In this essential guide, gaming expert Joel Durham, Jr. shows readers how to get the most out of this revolutionary handheld game console. After an initial tour around the interface, Joel will introduce the readers to the multimedia possibilities of the PSP, including gaming, movie playback, organizing and playing music, organizing and displaying photographs, and web surfing and RSS. In addition he will walk readers through how to use the device on a network, how to get the most life from the battery, how to pick a headset, how to set up a WLAN and more.
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Price: $17.59
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Business and Culture of Digital Games
By: Kerr, A
Published by: Sage Publications, Ltd (UK)
This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology, social theory and economics, Aphra Kerr explores this all-pervasive, but under-theorised, aspect of our media environment. Written as an introductory text for media and game students this book aims present an overview of industry and scholary work on who makes games, where they get made, what kind of media and cultural form they are and who plays them and where. Digital Games looks at: -games as a new media form; -the design, development and marketing of games; -the use of games in public and private spaces.
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Price: $39.95
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Complete Guide to Game Audio
By: Marks, Aaron
Published by: Focal Press (Elsevier Science & Technology Books)
This comprehensive guide gives readers with basic music compositional skills the information they need to become commercially viable artisans. In addition to providing a foundation of prerequisite technical skills, including basic audio considerations and sound file formats, the book teaches the business skills needed to work successfully as an audio technician in the game development business. How-to features take the reader step-by-step, from purchasing the right equipment, understanding the various game platforms, and composing music and creating sound effects specifically for games, to the ins and outs of marketing, producing demo reels, determining fees, bidding projects, and negotiating contracts.
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Price: $34.95
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Making of Second Life
By: Au, Wagner James
Published by: Harper Collins
The wholly virtual world known as Second Life has attracted more than a million active users, millions of dollars, and created its own—very real—economy. The Making of Second Life is the behind-the-scenes story of the Web 2.0 revolution's most improbable enterprise: the creation of a virtual 3-D world with its own industries, culture, and social systems. Now the toast of the Internet economy, and the subject of countless news articles, profiles, and television shows, Second Life is usually known for the wealth of real-world companies (Reuters, Pontiac, IBM) that have created "virtual offices" within it, and the number of users ("avatars") who have become wealthy through their user-created content. What sets Second Life apart from other online worlds, and what has made it such a success (one million-plus monthly users and growing) is its simple user-centered philosophy. Instead of attempting to control the activities of those who enter it, the creators of Second Life turned them loose: users (also known as Residents) own the rights to the intellectual content they create in-world, and the in-world currency of Linden Dollars is freely exchangeable for U.S. currency. Residents have responded by generating millions of dollars of economic activity through their in-world designs and purchases—currently, the Second Life economy averages more than one million U.S. dollars in transactions every day, while dozens of real-world companies and projects have evolved and developed around content originated in Second Life. Wagner James Au explores the long, implausible road behind that success, and looks at the road ahead, where many believe that user-created worlds like Second Life will become the Net's next generation and the fulcrum for a revolution in the way we shop, work, and interact. Au's story is narrated from both within the corporate offices of Linden Lab, Second Life's creator, and from within Second Life itself, rev
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Price: $19.95
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Xbox 360 Pocket Guide
By: Farkas, Bart G
Published by: Peachpit Press
This is the eBook version of the printed book. The Xbox 360 is guaranteed to be the biggest holiday hit this year! New Xbox 360 users will want to start using their gaming console as soon as they take it home, and this guide shows them how. In this essential and compact book by best-selling game author Bart Farkas, readers--from beginners to avid experts--will learn how to get the most from the Xbox 360. Bart walks readers through the set-up, the features list, the most popular games, shopping through Xbox Live, accessories, using Xbox 360 as a media center and much more. All of this is taught in the straight-forward style, along with accompanying graphics, that has made the Pocket Guides from Peachpit Press so popular.
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Price: $7.99
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RESULTS: 51 to 60 of 68
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