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Toledo Nanochess is the world's current smallest chess program written in C language. Now for the first time is published the complete documented source code. Also including the documented source code of the JS1K 2010 Chess entry (2nd place winner)
"So in this book we are going through a crash course on 8086/8088 assembly language. We will fly fast and try to practice each thing as we learn it. And no example exceeds 512 bytes of machine code! Also you'll see how you can build small games using assembly language speaking directly to the heart of the computer. I've included 4 of my best examples of boot sector games: F-Bird, Invaders, Pillman, and Toledo Atomchess. For learning purposes I've included screen art programs in sections 4.3 (text mode) and 5.6 (Mandelbrot set). For this book I assume you have previous knowledge of programming in any high-level language that includes hexadecimal numbers, like C, C++, PHP, Java, Javascript, etc., and how to use command-line on Windows, Linux or Mac OS X." -- page x.
The excitement of having your own games console, the unrivaled emotion of opening a new game, the awe of discovery and the thrilling atmosphere of the 80s. Now you can feel all the excitement again, while developing your own games for Intellivision consoles. A smooth trip using an easily readable language across the foundations of game programming, including the complete source code to 4 amazing games: Game of Ball, Monkey Moon, Space Raider and Bouncy Cube. All tools and information are provided, as well as links to download the required development software.
After the success of Programming Boot Sector Games, inside this book you'll find even more deep secrets of 8086/8088 assembler programming, and of course: More boot sector games!!! Prepare to be surprised by the following programs in only 510 bytes: - bootOS, operating system. - Follow the Lights game. - bootRogue, a rogue-like RPG. - Bricks, paddle and ball game. - CubicDoom, a 3D ray-casting game.
The excitement of having your own games console, the unrivaled emotion of opening a new game, the awe of discovery and the thrilling atmosphere of the 80s. Now you can feel all the excitement again, while developing your own games for Intellivision consoles. A smooth trip using an easily readable language across the foundations of game programming, including the complete source code to 4 amazing games: Game of Ball, Monkey Moon, Space Raider and Bouncy Cube. All tools and information are provided, as well as links to download the required development software.
This book provides a comprehensive and accessible introduction to knowledge graphs, which have recently garnered notable attention from both industry and academia. Knowledge graphs are founded on the principle of applying a graph-based abstraction to data, and are now broadly deployed in scenarios that require integrating and extracting value from multiple, diverse sources of data at large scale. The book defines knowledge graphs and provides a high-level overview of how they are used. It presents and contrasts popular graph models that are commonly used to represent data as graphs, and the languages by which they can be queried before describing how the resulting data graph can be enhanced ...
The Atari 2600 was released in 1977, and now there's finally a book about how to write games for it! You'll learn about the 6502 CPU, NTSC frames, scanlines, cycle counting, players, missiles, collisions, procedural generation, pseudo-3D, and more. While using the manual, take advantage of our Web-based IDE to write 6502 assembly code, and see your code run instantly in the browser. We'll cover the same programming tricks that master programmers used to make classic games. Create your own graphics and sound, and share your games with friends!
The ColecoVision Games Guide brings you reviews, screenshots and trivia of every game made during the ColecoVision's commercial availability. For newcomers it will be a great guide to the available games, and for fans it will be excellent to discover a few hidden jewels. This is the soft cover color edition.
There was no Reichstag fire. No storming of the Bastille. No mutiny on the Aurora. Instead, the mediocre have seized power without firing a single shot. They rose to power on the tide of an economy where workers produce assembly-line meals without knowing how to cook at home, give customers instructions over the phone that they themselves don’t understand, or sell books and newspapers that they never read. Canadian intellectual juggernaut Alain Deneault has taken on all kinds of evildoers: mining companies, tax-dodgers, and corporate criminals. Now he takes on the most menacing threat of all: the mediocre.
Like sharks, epidemic diseases always lurk just beneath the surface. This fast-paced history of their effect on mankind prompts questions about the limits of scientific knowledge, the dangers of medical hubris, and how we should prepare as epidemics become ever more frequent. Ever since the 1918 Spanish influenza pandemic, scientists have dreamed of preventing catastrophic outbreaks of infectious disease. Yet, despite a century of medical progress, viral and bacterial disasters continue to take us by surprise, inciting panic and dominating news cycles. From the Spanish flu and the 1924 outbreak of pneumonic plague in Los Angeles to the 1930 'parrot fever' pandemic and the more recent SARS, Ebola, and Zika epidemics, the last 100 years have been marked by a succession of unanticipated pandemic alarms. Like man-eating sharks, predatory pathogens are always present in nature, waiting to strike; when one is seemingly vanquished, others appear in its place. These pandemics remind us of the limits of scientific knowledge, as well as the role that human behaviour and technologies play in the emergence and spread of microbial diseases.