Crysis 2

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Crysis

Author : Peter Watts
Publisher : Del Rey
Page : 322 pages
File Size : 45,7 Mb
Release : 2011-03-22
Category : Fiction
ISBN : 9780440423591

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Crysis by Peter Watts Pdf

MANHATTAN IS UNDER NEW MANAGEMENT. THEY’RE NOT FROM AROUND HERE. Welcome to the Big Apple, son. Welcome to the city that never sleeps: invaded by monstrous fusions of meat and machinery, defended by a private army that makes Blackwater look like the Red Cross, ravaged by a disfiguring plague that gifts its victims with religious rapture while it eats them alive. You’ve been thrown into this meat grinder without warning, without preparation, without a clue. Your whole squad was mowed down the moment they stepped onto the battlefield. And the chorus of voices whispering in your head keeps saying that all of this is on you: that you and you alone might be able to turn the whole thing around if you only knew what the hell was going on. You’d like to help. Really you would. But it’s not just the aliens that are gunning for you. Your own kind hunts you as a traitor, and your job might be a bit easier if you didn’t have the sneaking suspicion they could be right. . . .

Dramatising Disaster

Author : Christine Cornea,Rhys Owain Thomas
Publisher : Cambridge Scholars Publishing
Page : 180 pages
File Size : 49,5 Mb
Release : 2013-02-14
Category : Performing Arts
ISBN : 9781443846486

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Dramatising Disaster by Christine Cornea,Rhys Owain Thomas Pdf

The imagining of disaster has intensified across a wide range of media entertainment formats and genres in recent years and themes of disaster are regularly deployed in fictional films, television drama series, drama-documentaries, comic books and video games. This being the case, it is therefore vital that film and media scholars pay attention to the ways in which disaster is presented to us, to the figurative strategies employed, to the representational history of disaster in media, to the metaphorical resonances of disaster themes, and even to the ways in which entertainment media texts might be understood as part of a broader discourse of disaster within certain historical and cultural contexts. Dramatising Disaster presents new and innovative research from both early career and more established academics. Some of the chapters in this edited collection are based upon papers originally presented at a highly successful conference study day held by the School of Film, Television and Media at the University of East Anglia in 2011, while others are specifically solicited contributions. Distinct from previous, more particularised film and media studies in this area, this edited collection is focused not upon a specific disaster or specific disaster context, but upon the wider topic of disaster in popular culture.

GPU Pro 2

Author : Wolfgang Engel
Publisher : CRC Press
Page : 500 pages
File Size : 41,9 Mb
Release : 2016-04-19
Category : Computers
ISBN : 9781439865606

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GPU Pro 2 by Wolfgang Engel Pdf

This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes te

Science Fiction Video Games

Author : Neal Roger Tringham
Publisher : CRC Press
Page : 540 pages
File Size : 44,9 Mb
Release : 2014-09-10
Category : Computers
ISBN : 9781040074619

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Science Fiction Video Games by Neal Roger Tringham Pdf

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 a

Parables of the Posthuman

Author : Jonathan Boulter
Publisher : Wayne State University Press
Page : 168 pages
File Size : 49,5 Mb
Release : 2015-10-12
Category : Philosophy
ISBN : 9780814341445

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Parables of the Posthuman by Jonathan Boulter Pdf

In its intimate joining of self and machine, video gaming works to extend the body into a fluid, dynamic, unstable, and discontinuous entity. While digital gaming and culture has become a popular field of academic study, there has been a lack of sustained philosophical analysis of this direct gaming experience. In Parables of the Posthuman: Digital Realities, Gaming, and the Player Experience, author Jonathan Boulter addresses this gap by analyzing video games and the player experience philosophically. Finding points of departure in phenomenology and psychoanalysis, Boulter argues that we need to think seriously about what it means to enter into a relationship with the game machine and to assume (or to have conferred upon you) a machinic, posthuman identity. Parables of the Posthuman approaches the experience of gaming by asking: What does it mean for the player to enter the machinic "world" of the game? What forms of subjectivity does the game offer to the player? What happens to consciousness itself when one plays? To this end, Boulter analyzes the experience of particular role-playing video games, including Fallout 3, Half-Life 2, Bioshock, Crysis 2, and Metal Gear Solid 4. These games both thematize the idea of the posthuman—the games are “about” subjects whose physical and intellectual capacities are extended through machine or other prosthetic means—and also enact an experience of the posthuman for the player, who becomes more than what he was as he plays the game. Boulter concludes by exploring how the game acts as a parable of what the human, or posthuman, may look like in times to come. Academics with an interest in the intersection of philosophy, psychoanalysis, and popular culture forms and video gamers with an interest in thinking about the implications of gaming will enjoy this volume.

EPAC 92

Author : H. Henke,H. Homeyer
Publisher : Atlantica Séguier Frontières
Page : 910 pages
File Size : 55,8 Mb
Release : 1992
Category : Particle accelerators
ISBN : 2863321145

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EPAC 92 by H. Henke,H. Homeyer Pdf

Game AI Pro 2

Author : Steven Rabin
Publisher : CRC Press
Page : 577 pages
File Size : 45,7 Mb
Release : 2015-04-17
Category : Computers
ISBN : 9781482254808

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Game AI Pro 2 by Steven Rabin Pdf

Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips, tricks, and techniques for artificial intelligence (AI) in games, drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge, advice, hard-earned wisdom, and insights gathered from across the community of developers and researchers who have devoted themselves to game AI. In this book, 47 expert developers and researchers have come together to bring you their newest advances in game AI, along with twists on proven techniques that have shipped in some of the most successful commercial games of the last few years. The book provides a toolbox of proven techniques that can be applied to many common and not-so-common situations. It is written to be accessible to a broad range of readers. Beginners will find good general coverage of game AI techniques and a number of comprehensive overviews, while intermediate to expert professional game developers will find focused, deeply technical chapters on specific topics of interest to them. Covers a wide range of AI in games, with topics applicable to almost any game Touches on most, if not all, of the topics necessary to get started in game AI Provides real-life case studies of game AI in published commercial games Gives in-depth, technical solutions from some of the industry’s best-known games Includes downloadable demos and/or source code, available at http://www.gameaipro.com

Crysis 2

Author : Doug Walsh,Jim Morey
Publisher : BradyGames
Page : 0 pages
File Size : 53,9 Mb
Release : 2011
Category : Video games
ISBN : 0744012449

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Crysis 2 by Doug Walsh,Jim Morey Pdf

BradyGames’ Crysis 2 Official Strategy Guide includes the following: This strategy guide augments the Crysis experience and provides expanded intel on every facet of the game. - EXHAUSTIVE WALKTHROUGH offers expert strategy for dominating the single-player game and tips on how to accumulate PRESTIGE POINTS! -Pour through the sections detailing how to tweak your NANOSUIT to get the most out of your style of gameplay! -Obtain the top-secret data for each WEAPON AND VEHICLE in the armory to master and equip the best! -Overwhelm your opponents with the high-level tactics in the MULTIPLAYER section and find all the critical points on the DETAILED MAPS.

Playing with the Guys

Author : Marc A. Ouellette
Publisher : McFarland
Page : 249 pages
File Size : 50,6 Mb
Release : 2021-06-08
Category : Games & Activities
ISBN : 9781476643496

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Playing with the Guys by Marc A. Ouellette Pdf

A lot of work has been done talking about what masculinity is and what it does within video games, but less has been given to considering how and why this happens, and the processes involved. This book considers the array of daily relationships involved in producing masculinity and how those actions and relationships translate to video games. Moreover, it examines the ways the actual play of the games maps onto the stories to create contradictory moments that show that, while toxic masculinity certainly exists, it is far from inevitable. Topics covered include the nature of masculine apprenticeship and nurturing, labor, fatherhood, the scapegoating of women, and reckoning with mortality, among many others.

Authorship as Promotional Discourse in the Screen Industries

Author : Leora Hadas
Publisher : Routledge
Page : 199 pages
File Size : 49,8 Mb
Release : 2020-04-30
Category : Language Arts & Disciplines
ISBN : 9781000074659

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Authorship as Promotional Discourse in the Screen Industries by Leora Hadas Pdf

This book discusses the use of authorship discourses and author figures in the promotion and marketing of media content, dealing with the U.S. mainstream media, including franchise film, network television, and triple-A video games. The research takes a unique approach studying ideas of authorship in promotion, diverging from extant approaches looking at the text, production, or reception. Conceptualizing authorship within the logic of media branding, the book studies the construction of ideas around creativity and the creative person in marketing and publicity content where media industries communicate with audiences. A cross-media approach allows the book to take a broad look and make comparisons across the increasingly integrated media industries. The book will be of great relevance to academics in the fields of film, television, and media studies, including postgraduate students, conducting teaching and research around authorship, media industries, and media promotion.

Crysis: Escalation

Author : Gavin G. Smith
Publisher : Gollancz
Page : 240 pages
File Size : 54,9 Mb
Release : 2013-02-21
Category : Fiction
ISBN : 9780575115842

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Crysis: Escalation by Gavin G. Smith Pdf

To tie in to the massive new game CRYSIS 3, coming in February 2013 from EA, Gavin Smith has been signed up to write a selection of connected short stories that will explore and expand the game world. Gavin's futuristic and punchy fiction is a perfect fit for CRYSIS, and this will be a delight for game-players and SF fans alike. With stories covering the fan favourite characters of Prophet, Psycho and Alcatraz, as well as introducing themes, enemies and weapons new to CRYSIS 3, this will be a vital part of the game experience. Punchy and kinetic, this is SF with steel at its heart.

The 21st Century in 100 Games

Author : Aditya Deshbandhu
Publisher : Taylor & Francis
Page : 142 pages
File Size : 49,9 Mb
Release : 2024-06-20
Category : Games & Activities
ISBN : 9781040044353

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The 21st Century in 100 Games by Aditya Deshbandhu Pdf

The 21st Century in 100 Games is an interactive public history of the contemporary world. It creates a ludological retelling of the 21st century through 100 games that were announced, launched, and played from the turn of the century. The book analyzes them and then uses the games as a means of entry to examine both key events in the 21st century and the evolution of the gaming industry. Adopting a tri-pronged perspective — the reviewer, the academic, and an industry observer — it studies games as ludo-narratological artefacts and resituates games in a societal context by examining how they affect and are engaged with by players, reviewers, the gaming community, and the larger gaming industry. This book will be a must read for readers interested in video games, new media, digital culture (s), culture studies, and history.

Electronic Visualisation in Arts and Culture

Author : Jonathan P. Bowen,Suzanne Keene,Kia Ng
Publisher : Springer Science & Business Media
Page : 291 pages
File Size : 46,9 Mb
Release : 2013-09-07
Category : Computers
ISBN : 9781447154068

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Electronic Visualisation in Arts and Culture by Jonathan P. Bowen,Suzanne Keene,Kia Ng Pdf

Presenting the latest technological developments in arts and culture, this volume demonstrates the advantages of a union between art and science. Electronic Visualisation in Arts and Culture is presented in five parts: Imaging and Culture New Art Practice Seeing Motion Interaction and Interfaces Visualising Heritage Electronic Visualisation in Arts and Culture explores a variety of new theory and technologies, including devices and techniques for motion capture for music and performance, advanced photographic techniques, computer generated images derived from different sources, game engine software, airflow to capture the motions of bird flight and low-altitude imagery from airborne devices. The international authors of this book are practising experts from universities, art practices and organisations, research centres and independent research. They describe electronic visualisation used for such diverse aspects of culture as airborne imagery, computer generated art based on the autoimmune system, motion capture for music and for sign language, the visualisation of time and the long term preservation of these materials. Selected from the EVA London conferences from 2009-2012, held in association with the Computer Arts Society of the British Computer Society, the authors have reviewed, extended and fully updated their work for this state-of-the-art volume.

Pop Culture in Europe

Author : Juliana Tzvetkova
Publisher : Bloomsbury Publishing USA
Page : 447 pages
File Size : 45,5 Mb
Release : 2017-10-12
Category : Social Science
ISBN : 9781440844669

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Pop Culture in Europe by Juliana Tzvetkova Pdf

A fascinating survey of popular culture in Europe, from Celtic punk and British TV shows to Spanish fashion and Italian sports. From One Direction and Adele to Penelope Cruz and Alexander Skarsgard, many Europeans are becoming household names in the United States. This ready-reference guide covers international pop culture spanning music, literature, movies, television and radio, the Internet, sports, video games, and fashion, from the mid-20th century through the present day. The organization of the book—with entries arranged alphabetically within thematic chapters—allows readers to quickly find the topic they are seeking. Additionally, indexing allows for cross-cultural comparisons to be made between pop culture in Europe to that of the United States. An extensive chronology and lengthy introduction provide important contextual information, such as the United States' influence on movies, music, and the Internet; the effect of censorship on Internet and social media use; and the history of pop culture over the years. Topics feature key musicians, songs, books, actors and actresses, movies and television shows, popular websites, top athletes, games, clothing fads and designers, and much more.

GPU Pro 360 Guide to Lighting

Author : Wolfgang Engel
Publisher : CRC Press
Page : 490 pages
File Size : 42,7 Mb
Release : 2018-12-20
Category : Computers
ISBN : 9781351201216

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GPU Pro 360 Guide to Lighting by Wolfgang Engel Pdf

This book gathers all the content from the GPU Pro series (Vols 1-7; 2010-2016) into a convenient single source anthology covering 3D engine design in computer graphics. It covers ready-to-use ideas and procedures that can help solve many computer graphics programming challenges. The articles by leading programmerscontained in this volume focus on engine-level optimization techniques useful for modern games.