Download or read book The Kerbal Player s Guide written by Jon Manning and published by "O'Reilly Media, Inc.". This book was released on 2016-11-10 with total page 427 pages. Available in PDF, EPUB and Kindle. Book excerpt: Kerbal Space Program (KSP) is a critically acclaimed, bestselling space flight simulator game. It’s making waves everywhere from mainstream media to the actual space flight industry, but it has a bit of a learning curve. In this book, five KSP nerds—including an astrophysicist—teach you everything you need to know to get a nation of tiny green people into space. KSP is incredibly realistic. When running your space program, you’ll have to consider delta-V budgets, orbital mechanics, Hohmann transfers, and more. This book is perfect for video game players, simulation game players, Minecrafters, and amateur astronomers. Design, launch, and fly interplanetary rockets Capture an asteroid and fly it into a parking orbit Travel to distant planets and plant a flag Build a moon rover, and jump off a crater ridge Rescue a crew-mate trapped in deep space
Download or read book APlusPhysics written by Dan Fullerton and published by Silly Beagle Productions. This book was released on 2011-04-28 with total page 300 pages. Available in PDF, EPUB and Kindle. Book excerpt: APlusPhysics: Your Guide to Regents Physics Essentials is a clear and concise roadmap to the entire New York State Regents Physics curriculum, preparing students for success in their high school physics class as well as review for high marks on the Regents Physics Exam. Topics covered include pre-requisite math and trigonometry; kinematics; forces; Newton's Laws of Motion, circular motion and gravity; impulse and momentum; work, energy, and power; electrostatics; electric circuits; magnetism; waves; optics; and modern physics. Featuring more than five hundred questions from past Regents exams with worked out solutions and detailed illustrations, this book is integrated with the APlusPhysics.com website, which includes online question and answer forums, videos, animations, and supplemental problems to help you master Regents Physics essentials. "The best physics books are the ones kids will actually read." Advance Praise for APlusPhysics Regents Physics Essentials: "Very well written... simple, clear engaging and accessible. You hit a grand slam with this review book." -- Anthony, NY Regents Physics Teacher. "Does a great job giving students what they need to know. The value provided is amazing." -- Tom, NY Regents Physics Teacher. "This was tremendous preparation for my physics test. I love the detailed problem solutions." -- Jenny, NY Regents Physics Student. "Regents Physics Essentials has all the information you could ever need and is much easier to understand than many other textbooks... it is an excellent review tool and is truly written for students." -- Cat, NY Regents Physics Student
Download or read book Wizards Aliens and Starships written by Charles L. Adler and published by Princeton University Press. This book was released on 2014 with total page 392 pages. Available in PDF, EPUB and Kindle. Book excerpt: "From teleportation and space elevators to alien contact and interstellar travel, science fiction and fantasy writers have come up with some brilliant and innovative ideas. Yet how plausible are these ideas--for instance, could Mr. Weasley's flying car in Harry Potter really exist? Which concepts might actually happen--and which ones wouldn't work at all? Wizards, Aliens, and Starships delves into the most extraordinary details in science fiction and fantasy--such as time warps, shape changing, rocket launches, and illumination by floating candle--and shows readers the physics and math behind the phenomena. With simple mathematical models, and in most cases using no more than high school algebra, Charles Adler ranges across a plethora of remarkable imaginings, from the works of Ursula K. Le Guin to Star Trek and Avatar, to explore what might become reality. Adler explains why fantasy in the Harry Potter and Dresden Files novels cannot adhere strictly to scientific laws, and when magic might make scientific sense in the muggle world. He examines space travel and wonders why it isn't cheaper and more common today. Adler also discusses exoplanets and how the search for alien life has shifted from radio communications to space-based telescopes. He concludes by investigating the future survival of humanity and other intelligent races. Throughout, he cites an abundance of science fiction and fantasy authors, and includes concise descriptions of stories as well as a glossary of science terms. Wizards, Aliens, and Starships will speak to anyone wanting to know about the correct--and incorrect--science of science fiction and fantasy"--
Download or read book Indie Games written by Bounthavy Suvilay and published by Ablaze Publishing. This book was released on 2020-02-04 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games have grown exponentially in recent years and have captured the hearts of millions thanks to the success of titles such as Minecraft, Journey, Limbo, Dead Cells, The Banner Saga or Firewatch. To compete with the blockbusters, the independents have had to be massively creative and come up with innovative gameplay, top-notch writing, original graphic universes, and sumptuous soundtracks. INDIE GAMES pays homage to some of the greatest success stories in the world of independent video games. Superbly illustrated, INDIE GAMES contains more than three hundred images from titles that revolutionized the gaming industry. Full of anecdotes and interviews with personalities like industry veteran Eric Chahi and young designers like Ian Dallas. You will see behind the scenes at Indie studios, revealing the creators, designs and marketing. This exploration will give you a better understanding on what is an “Indie” game. Official and authorized, with the participation of studios around the world, including over 50 interviews highlighting over 70 games, INDIE GAMES is the most complete and up-to-date overview of indie video gaming. With exclusive behind the scenes content provided by the studios, it serves as a fitting tribute to the audacity of these developers, who have elevated video games into an art.
Download or read book Sams Teach Yourself Unity Game Development in 24 Hours written by Mike Geig and published by Pearson Education. This book was released on 2014 with total page 400 pages. Available in PDF, EPUB and Kindle. Book excerpt: A complete beginner's guide to game development with the powerful Unity game engine. CS Instructor and game designer, Mike Geig, offers a do-it-yourself approach to game development - with all of the main essentials covered. In just 24 hours, learn how to get started developing games with Unity with a hands-on and modular approach. Each chapter covers an essential component of the game development process, illustrated with sample projects, and including full source code, all 3rd party art assets (textures, fonts, models), and all 3rd party sound assets.
Download or read book Science Fiction Video Games written by Neal Roger Tringham and published by CRC Press. This book was released on 2014-09-10 with total page 540 pages. Available in PDF, EPUB and Kindle. Book excerpt: Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical analysis, especially the analysis of narrative. The author analyzes narrative via an original categorization of story forms in games. He also discusses video games as works of science fiction, including their characteristic themes and the links between them and other forms of science fiction. Delve into a Collection of Science Fiction Games The beginning chapters explore game design and the history of science-fictional video games. The majority of the text deals with individual science-fictional games and the histories and natures of their various forms, such as the puzzle-based adventure and the more exploratory and immediate computer role-playing game (RPG).
Download or read book How Games Move Us written by Katherine Isbister and published by MIT Press. This book was released on 2017-10-27 with total page 187 pages. Available in PDF, EPUB and Kindle. Book excerpt: An engaging examination of how video game design can create strong, positive emotional experiences for players—with examples from popular, indie, and art games. This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples—drawn from popular, indie, and art games—that unpack the gamer’s experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train. Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.
Download or read book Master Builder 3 0 Advanced written by Triumph Books and published by Triumph Books. This book was released on 2015-04-01 with total page 129 pages. Available in PDF, EPUB and Kindle. Book excerpt: The smash hit video game Minecraft continues to grow in popularity and in gameplay, adding more features and updating existing ones to make them richer and more complex. Players who mastered the basics with Minecrafter and leveled up with Minecrafter 2.0 Advanced can now become experts with Minecrafter 3.0 Advanced. Readers can delve into the complex advanced-player worlds of Brewing, Enchanting, and Farming for items and experience and learn how to start making the Holy Grail of Minecraft creations: the megabuild, and make it look great by learning how to use visual boosters like skins, resource packs, and shaders. This book details the brand-new modes of play, such as the drama-filled Adventure maps that present a whole new set of challenges for advanced players to complete. As the game has evolved, so has the player-favorite Redstone system, and dozens if not hundreds of new mods, mini-games, servers, and builders have come into being. This gamer's guidebook also contains the most up-to-date information on the latest updates, including some game-changing new features, helping you achieve expert Minecrafter status. This book is not authorized, sponsored, endorsed or licensed by Mojang AB. The trademark Minecraft is owned by Mojang AB; and other company names and/or trademarks mentioned in this book are the property of their respective companies and are used for identification purposes only.
Download or read book Game On written by Ryan L. Schaaf and published by Solution Tree Press. This book was released on 2016-10-25 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover how digital gaming can improve learning and prepare students for successful futures. The authors—both experienced educators and enthusiastic gamers—contend that students of the 21st century communicate and learn differently than previous generations. By incorporating digital games into lessons, student learning will more accurately reflect the interactive, engaging reality students experience outside the classroom and better prepare them for college and careers. Benefits Explore learning theory and research that supports why students of the digital generation require different learning and teaching methods than previous generations. Discover the benefits of classroom gamification for educational and professional development purposes, which include making students active participants in their learning. Gain consistent, clear definitions for terms related to gaming in education, and learn how to incorporate digital games into lesson design. Access lists of suggested digital games, and learn for what purposes the games are most useful. Consider how digital games can address students’ diverse learning needs and can be used for assessment. Contents Foreword by Ian Jukes Introduction: The Gamer in Us All Chapter 1: From Entertainment to Education 3.0 Chapter 2: The Arcade of Education Chapter 3: Learning Theory and the Attributes of the Digital Generation Chapter 4: How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment Chapter 5: Lesson Design Using Digital Games Chapter 6: Digital Gaming and Assessment Chapter 7: The Nine I’s of Modern Learning Chapter 8: Beyond Linear Presentations Chapter 9: Takeaways References and Resources
Download or read book Elements of Spacecraft Design written by Charles D. Brown and published by AIAA. This book was released on 2002 with total page 632 pages. Available in PDF, EPUB and Kindle. Book excerpt: Annotation This text discusses the conceptual stages of mission design, systems engineering, and orbital mechanics, providing a basis for understanding the design process for different components and functions of a spacecraft. Coverage includes propulsion and power systems, structures, attitude control, thermal control, command and data systems, and telecommunications. Worked examples and exercises are included, in addition to appendices on acronyms and abbreviations and spacecraft design data. The book can be used for self-study or for a course in spacecraft design. Brown directed the team that produced the Magellan spacecraft, and has taught spacecraft design at the University of Colorado. Annotation c. Book News, Inc., Portland, OR (booknews.com).
Download or read book The Art of We Happy Few written by Compulsion Games and published by Dark Horse Comics. This book was released on 2018-11-27 with total page 196 pages. Available in PDF, EPUB and Kindle. Book excerpt: The official art book to the game! Two-hundred pages of mind-bending art and insightful creator commentary exploring the conceptualization and execution of We Happy Few! October, 1964. The City of Wellington Wells is all that's left of England after the German invasion and four years of occupation. But it's still the swinging '60s, and everyone is fab, especially because they're taking happy pills--Joy--and wearing Happy Face masks so they're always smiling . . . everyone except the awful Downers who live in the abandoned Garden District and refuse to take their Joy. Dark Horse Books and Compulsion Games are thrilled to present The Art of We Happy Few. Showcasing a unique retro-futuristic style, this book includes hundreds of pieces of concept art, paired with exclusive commentary from the team that created it! Don't be a Downer by missing out on this perfect companion to the psychedelic videogame experience!
Download or read book HCI in Games written by Xiaowen Fang and published by Springer. This book was released on 2019-07-10 with total page 475 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the First International Conference on HCI in Games, HCI-Games 2019, held in July 2019 as part of HCI International 2019 in Orlando, FL, USA. HCII 2019 received a total of 5029 submissions, of which 1275 papers and 209 posters were accepted for publication after a careful reviewing process. The 34 papers presented in this volume are organized in topical sections named: Game Design; Gaming Experience; Serious Games; and Gamification.
Download or read book It s ONLY Rocket Science written by Lucy Rogers and published by Springer Science & Business Media. This book was released on 2008-03-08 with total page 359 pages. Available in PDF, EPUB and Kindle. Book excerpt: Most amateur astronomers – and many of those with similar interests but who are not currently practising observers – have only a sketchy understanding of space flight. This book provides an introduction to its mechanics. The beauty of this book, written by an engineer who is also an accomplished science writer, is that it covers the subject comprehensively, and yet is almost entirely descriptive and non-mathematical. It deals with all aspects of space flight, from how to leave the Earth (including the design of the rocket, mission planning, navigation and communication), to life in space and the effects of weightlessness. The book also includes sections describing how an amateur can track satellites and understand their orbital parameters.
Download or read book Understanding Coding Through Simulations written by Patricia Harris, Ph.D. and published by The Rosen Publishing Group, Inc. This book was released on 2016-12-15 with total page 26 pages. Available in PDF, EPUB and Kindle. Book excerpt: Simulations help people understand large, complex problems using smaller, simpler models. This book delves into the history and thinking behind simulations. Readers will learn about Georg Leopold von Reiswitz’s development of a Kriegsspiel for military training, and other major developments. This volume also gives examples of ways that simulations can be useful, and discusses data sources. A concluding simple simulation will round out the learning experience, and encourage readers to create their own simulation. Sidebars and photographs accompany the text to aid readers in their exploration of simulations.
Download or read book Level Up 2024 An AFK Book written by Catalysed Productions and published by Scholastic Inc.. This book was released on 2023-09-05 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: Get ready for the ultimate annual video game guide from Scholastic AFK! Level Up 2024 is brimming with tips, tricks, and info on the years hottest games! Get set for crazy year of gaming with this mega guide to all the year's best games, not to mention a sneak peak at what's coming in 2024! Level Up 2024 is your one-stop-shop guide to all the best games, consoles, and hidden gems - you absolutely won't want to miss it! All games featured in AFK's Level Up 2024 are rated T for Teen or younger -- perfect for young gamers.
Download or read book All the Wrong Moves written by Sasha Chapin and published by Anchor. This book was released on 2019-08-13 with total page 147 pages. Available in PDF, EPUB and Kindle. Book excerpt: An enthralling journey into the world of chess--a story of heartbreak, obsession, failure, and the hunger for greatness Sasha Chapin is a victim of chess. Like countless amateurs before him--Albert Einstein, Humphrey Bogart, Marcel Duchamp--the game has consumed his life and his mind. First captivated by it as a member of his high school chess club, his passion was rekindled during an accidental encounter with chess hustlers on the streets of Kathmandu. In its aftermath, he forgot how to care about anything else. He played at all hours, for weeks at a time. Like a spurned lover, he tried to move on, but he found the game more seductive the more he resisted it. And so, he thought, if he can't defeat his obsession, he had to succumb to it. All the Wrong Moves traces Chapin's rollicking two-year journey around the globe in search of glory. Along the way, he chronicles the highs and lows of his fixation, driven on this quest by lust, terror, and the elusive possibility of victory. Stylish, inventive, and laugh-out-loud funny, All the Wrong Moves is a celebration of the purity, violence, and beauty of the game.
Download or read book Simulating Hamiltonian Dynamics written by Benedict Leimkuhler and published by Cambridge University Press. This book was released on 2004 with total page 464 pages. Available in PDF, EPUB and Kindle. Book excerpt: Geometric integrators are time-stepping methods, designed such that they exactly satisfy conservation laws, symmetries or symplectic properties of a system of differential equations. In this book the authors outline the principles of geometric integration and demonstrate how they can be applied to provide efficient numerical methods for simulating conservative models. Beginning from basic principles and continuing with discussions regarding the advantageous properties of such schemes, the book introduces methods for the N-body problem, systems with holonomic constraints, and rigid bodies. More advanced topics treated include high-order and variable stepsize methods, schemes for treating problems involving multiple time-scales, and applications to molecular dynamics and partial differential equations. The emphasis is on providing a unified theoretical framework as well as a practical guide for users. The inclusion of examples, background material and exercises enhance the usefulness of the book for self-instruction or as a text for a graduate course on the subject.