Caves of Ice (Ciaphas Cain)



Sent to the ice world of Frigidia with his regiment of Valhallan guardsmen, Commissar Ciaphas Cain finds his quest for a peaceful life threatened by unrest among the mine workers, an invasion of orks, and a malevolent evil that is awakened deep in the ice caves of the planet. Original.

HOME PAGE

Half Life 2 Mods For Dummies




How cool would it be to build your own levels and customized weapons for Half-Life 2? This book will get you ready to mod so you can enjoy the ultimate gaming experience. You'll find out how to create your own maps, strategically place high-tech military equipment, and modify your levels for smoother play.
Discover how to
Design maps and playing levels
Load your creation into the game
Expand your map with additions
Include armor and weapons
Distribute levels on the Web


The Immortal Game: A History of Chess



A surprising, charming, and ever-fascinating history of the seemingly simple game that has had a profound effect on societies the world over.
Why has one game, alone among the thousands of games invented and played throughout human history, not only survived but thrived within every culture it has touched? What is it about its thirty-two figurative pieces, moving about its sixty-four black and white squares according to very simple rules, that has captivated people for nearly 1,500 years? Why has it driven some of its greatest players into paranoia and madness, and yet is hailed as a remarkably powerful educational tool?
Nearly everyone has played chess at some point in their lives. Its rules and pieces have served as a metaphor for society including military strategy, mathematics, artificial intelligence, literature, and the arts. It has been condemned as the devil’s game by popes, rabbis, and imams, and lauded as a guide to proper living by different popes, rabbis, and imams.
In his wide-ranging and ever fascinating examination of chess, David Shenk gleefully unearths the hidden history of a game that seems so simple yet contains infinity. From its invention somewhere in India around 500 A.D., to its enthusiastic adoption by the Persians and its spread by Islamic warriors, to its remarkable use as a moral guide in the Middle Ages and its political utility in the Enlightenment, to its crucial importance in the birth of cognitive science and its key role in the new aesthetic of modernism in 20th century art, to its 21st century importance to the development of artificial intelligence and use as a teaching tool in inner-city America, chess has been a remarkably omnipresent factor in the development of civilization.
Indeed as Shenk shows, some neuroscientists believe that playing chess may actually alter the structure of the brain, that it may for individuals be what it has been for civilization: a virus that makes us smarter.


Dawn of War II (Warhammer 40,000 Novels: Space Marines)




One Blood Raven and one Apothecary are the only survivors of a mission on Prosperon (now a dead world) to retrieve a relic. Ten Blood Ravens fell. Nine gene-seeds were recovered. Needing to recruit additional warriors to the Chapter, the Blood Ravens go to Calderis, a desert world. Humans and feral orks populate the planet. The Blood Ravens are surprised when the orks attack Argus Township. The feral orks from beyond the mountains have never before attacked the human settlements on this hemisphere. The Blood Ravens launch into action.

Feral orks are not the only problem though. Behind them are developed orks, spacefaring greenskins armed for war, and they have a legendary warlord leading them. Worse, the Blood Ravens within Argus Township are exposed to an unexpected enemy, xenos!

Farseer (Eldar Trilogy)




The eldar farseers can see the future - or more particularly, the futures. Endless possibilities stretch ahead of the galaxy. By manipulating events, the eldar can bring peace, for a time. But they are not powerful anymore - so they must find an agent. They must find one very special human being.

Paul Jackson - The Pop-Up Book: Step-by-Step Instructions for Creating Over 100 Original Paper Projects

Paul Jackson - The Pop-Up Book: Step-by-Step Instructions for Creating Over 100 Original Paper Projects


Pop-ups are three-dimensional cut-and-folded paper constructions that are widely used for children's books and greeting cards. They have a magical appeal as they mysteriously fold and unfold. Expanding on pop-up material covered in his earlier The Encyclopedia of Origami & Papercraft (LJ 3/1/92), Jackson offers an instructional guide leading the craftsperson through an introductory section of basics to sections covering techniques and original design. The step-by-step projects are exercises in technique only, with complex constructions shown as examples. Like the author's previous books, this one is notable for its clear instructions and bright, colorful illustrations. For users of all ages; highly recommended for public libraries.



Contents
INTRODUCTION
Basics
TECHNIQUES
* One-piece Techniques
* Single Slit
* Double Slit
* Other Techniques
* Multi-piece Techniques
DESIGN
* How to Design Your Own Pop-ups
* Single Hearts
* Double Hearts
* Hearts with Arrows
Gallery
Index
Acknowledgements

Convention Book: Iteration X (Mage: The Ascension)




The Clockwork Convention has been reworked, for the better! Not only are Iteration X characters more 3-Dimensional, the entire philosophy of the convention has returned to its roots. They are once again the men and women who are out to empower humanity. Though the convention is still the Technocracy's main source of firepower, they have expanded their horizons significantly. In the first Iteration X book, it seemed as though the human spirit was lost in the machine. In this book, the spirit has been found. I highly recommend this book to Technocracy fans with Rose-colored mirrorshades. We are not the adversaries of humanity, but the ones who empower it.

Digital Culture, Play, and Identity: A World of Warcraft® Reader




World of Warcraft is the world's most popular massively multiplayer online game (MMOG), with (as of January 2008) more than ten million active subscribers across Europe, North America, Asia, and Australia who play the game an astonishing average of twenty hours a week. This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds. The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design—as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resident of Azeroth and the data they have gathered and interpreted.

The contributors examine the ways that gameworlds reflect the real world—exploring such topics as World of Warcraft as a "capitalist fairytale" and the game's construction of gender; the cohesiveness of the gameworld in terms of geography, mythology, narrative, and the treatment of death as a temporary state; aspects of play, including "deviant strategies" perhaps not in line with the intentions of the designers; and character—both players' identification with their characters and the game's culture of naming characters. The varied perspectives of the contributors—who come from such fields as game studies, textual analysis, gender studies, and postcolonial studies—reflect the breadth and vitality of current interest in MMOGs.
Review
"It's a delight to read so many astute game studies scholars approach one game, in one volume. Digital Play, Culture, and Identity provides an invaluable comparative resource for the field."
—Mary Flanagan, Department of Film and Media Studies, Hunter College, and co-editor of re: skin

"Multidisciplinary in their perspectives, thoughtful in their analyses, and above all deeply and collaboratively engaged with the online world whereof they speak, the contributors to this World of Warcraft Reader have fashioned not only a valuable introduction to one of the core texts of the new digital literacy but a working model of the most rewarding forms this emergent literacy may take."
—Julian Dibbell, author of Play Money: Or How I Quit My Day Job and Made Millions Trading Virtual Loot

"The authors represent a new breed of academic scholar, researchers who don't just study games, but play them as well. The essays reflect their intimate knowledge of the game, the many hours logged into the digital world of Azeroth, and the deep love/hate relationship with World of Warcraft that every player knows so well. Because they are in fact players, the authors' joy and excitement for the game shines through every essay in the collection."
—Eric Zimmerman, Co-Founder of Gamelab, and co-author of Rules of Play, and The Game Design Reader

"With its millions of users around the globe, World of Warcraft points to a future cyberspace far more fantastic and revolutionary than we had ever imagined: entire human societies immersed for thousands of hours in pursuit of fictional dragons. The essays in this book reveal the differences and similarities found in the human societies of World of Warcraft, explosive combinations that will shock our century as game worlds come to dominate daily life."
—Edward Castronova, Indiana University.


Monsters and Animals




The Second Edition of Monsters & Animals offers more pages, more monsters and animals, numerous optional player character races for the Palladium World, as well as more de­tailed information, complete stats, and adjustments to make the critters and characters compatible with the entire Palladium Megaverse®.
For players already familiar with the Palladium® Fantasy RPG, you'll find the maps accompanying each creature an ex­tremely useful guide in determining, at a glance, where a par­ticular beast can be found. Unfortunately, specific "encounter tables" are not provided because a proper and complete set of ta­bles for each kingdom, territory, and terrain for the entire world would fill half of this book! Specific adventure, sourcebooks and
world books will provide more information about the various life forms that inhabit a particular region, along with more world details and history.

"A Clash of Kings" by George R. R. Martin




The second novel of Martin's titanic Song of Ice and Fire saga. Author has created a real world, with all the vices of our own, and given all his characters life; Martin's characters bring a more realistic spin on knighthood and war. This type of interwoven story is not uncommon but the trick is keeping the entire tale intriguing enough to keep the reader going. Martin does it so well that it's hard to decide which plotline, or which of the major characters.

Pro Bike Racing

Brace yourself for professional motorcycle racing sensations by downloading Pro Bike Racing onto your mobile phone. Participate in the World Championship as the leader of a major, official team (Ducati, Honda Gresini, Suzuki, Kawasaki, or Pramac D’Antin), and set off at the controls of one of the most high-performance racing motorcycles around. Turn the throttle to feel the power of your machine, negotiate turns by leaning to the max, and attempt the most death-defying maneuvers to overtake your opponents and be the first to see the checkered flag.


Features
  • Real competition bikes from the biggest manufacturers: Ducati, Honda Gresini, Suzuki, Kawasaki, and Pramac D’Antin.
  • 9 Grand Prix around the globe: Italy, Spain, France, Germany, Great Britain, Brazil, Japan, Qatar, United States and Australia.
  • A world championship mode lets you participate in an entire season of professional motorcycle races.
  • A workshop for fine-tuning your bike between races and improving its performance.
  • Changing weather that will have an impact on your driving sensations.
  • 3 modes of difficulty: simplified controls for beginners and an advanced realism level for experts.

Chess and backgammon

Chess and backgammon are two of the oldest and most popular board games of all time, and as the stakes mount, so does the fun! Jam-packed with suspense, you must put your powers of strategy and concentration to the test and try to anticipate your opponent’s next move! If you love a challenge and sheer excitement, this iPod game is definitely for you. Think you’re the master of strategy? Think again!


Features
  • All the official rules of chess and backgammon
  • Suitable for all players of all ages: adaptable levels of difficulty make it perfect for beginners and extra modes will keep advanced players challenged for hours
  • Easy controls and a highly intuitive interface
  • High-performance game engines provide a human-like artificial intelligence for extended challenges
  • A great variety of atmospheres thanks to numerous trendy and classic themes
  • Choose to play in 2D or in 3D for an immersive experience
  • 3 modes: Instant Play, Quiz, and Classic Games
  • 3 perfectly balanced levels of difficulty

Lock On: Modern Air Combat




Introduction from flight simulation community: Combat Flight Simulation games for have been in existence since the first personal computers. At one time flight sims were one of the primary entertainment applications for the personal computer. Those of us that enjoy these products share a love of several genres, be it the military, flying, speed, or the fine details and procedure of aviation brought to our screens. Whatever the reason, we all share a common interest in something that requires patience and skill as well as an understanding of the principals of flight and aerial combat. We are a unique group of enthusiasts. Instead of wanting a game that is easy to figure out and simple to operate, we demand and marvel at the complexity and fidelity of air combat. We are the “Armchair Fighter Pilots” who want to sample a bit of the thrill of strapping ourselves to a jet that is going to go into harm’s way.

Freedom Fighters

Freedom Fighters


Freedom Fighters is a game of tactical combat, or what some like to refer as a thinking shooter. Unlike most shooter games, which send a player through an essentially linear course, killing everything in sight, or others that require the player to find special keys or cards to get through a locked door, Freedom Fighters lets the player concentrate on tactics as well as strategy. For nearly every mission, there is more than one way of completing the objectives.

SimCity 4: Deluxe Edition

SimCity 4: Deluxe Edition


SimCity just keeps getting bigger and better, doesn’t it? Fortunately, so does this book, with a brand-new section dedicated to the copious new features introduced in Rush Hour. The first seven parts of this book are for all SimCity players, illustrating the basics and delving in deep to enable anyone to become an expert Mayor. These parts cover all elements of SimCity 4 and have been enhanced to include changes made in the post-release updates and expanded to cover many of the customization tools that have arisen since its release.

Desert Fox: Intelligence Handbook On German Armoured Forces In North Africa




Born in 1891 into a middle-class Swabian family, Erwin Rommel joined the German Army in 1910. When the First World War began in 1914, Rommel served on the Western and Romanian fronts, earning a reputation as a fearless and brilliant infantry commander. In 1917, when on the Italian front, his alpine battalion of less than 500 men launched a daring attack, taking more than 9,000 prisoners and capturing 81 guns while breaking right through the Italian front line. For this he was awarded Germany's highest honour for gallantry, the Pour le Merite.

Diving Eagles: Intelligence Handbook On German Airborne Forces




My Fallschirmjagerkompanie may be small but il is incredibly tough. The skill of the Fallschirmjager on the battlefield is unsurpassed. Under the leadership of their daring commanders-men like Koch, Von der Hydte, and myself-no mission is impossible, no enemy unbeatable.
Like the Diving Eagle on their badge the Fallschirmjager strike hard and fast. The fearless veterans of the Fallschirmjager Platoons launch themselves forward to seize the objective by bloody assault. Overhead whistles another heavy barrage of mortar and mountain gun shells to pound the enemy positions, while the rccoilless rifles punch holes in the enemy front line. Close behind the advance, deadly anti-tank and anti-aircraft weapons bristle menacingly, eagerly awaiting the foolhardy counter-attacks of the enemy.
By starting out by constructing a force suitable for airborne operations, I've allowed myself maximum versatility on the battlefield. For ground operations like this one, I've added motorcycles and Kettenkrads for towing the heavier guns. In the future I'll add some really heavy support like the Marder II of the Tank Hunter Platoon!

Villers-Bocage: The Battle for Villers-Bocage Normandy, 12-16 June 1944




Inside you will find: History and complete organisation of the German 11. Schwere Panzerabteilung and the Panzer-Lehr Division. Options to field 101. Schwere SS-Panzerkompanie from 101. Schwere SS-Panzerabteilung, and Panzer, Panzergrenadier, Panzerpionier or Aufklarungs companies of Panzer-Lehr Division. History and complete organisation of the British 7th 'Desert Rats' Armoured Division. Options included Armoured Squadron, Motor and Rifle Companies. Plus new Warriors, Scenarios, Linked Campaign, Uniform guides and Colour photographs.

Monty's Meatgrinder: The Battle for Caen, Normandy, June-August 1944




When Hitler sent armoured forces to aid the collapsing Italian forces in Africa at the start of 1941, no one an­ticipated that the Deutsches Afiikakorps would become a legend. 5. Leichte Division (5lh Light Division) became 21. Panzerdivision (21st Armoured Division) in September 1941, and with 15- Panzerdivision fought in the desert battles that raged back and forth across North Africa. Despite always being outnumbered, they very nearly won. The soldiers of 21. Panzerdivision had confidence in their comrades, their equipment and their commander GeneralfeldmarschallErwin Rommel—the 'Desert Fox. On 6 May, 1943, after more than two years in Africa, the Deutsches Afiikakorps surrendered to the combined British and American armies at Tunis.
As the final battle ofTunis was being fought, Schnelle Brigade West (Mobile Brigade West), the mobile reserve for France, was combined with 100. Panzerreginient to form Schnelle Division West (Mobile Division West). A month later on 27 June, 1943, Schnelle Division West was renamed 21. Panzer­division in honour of those who fought and died in North Africa. Two thousand Afiikakorps veterans were assigned to this new division being assembled at Rennes, a city in the Brittany region of northwest France.

Avanti Savoia Intelligence Handbook on Italian Armoured and Infantry Forces




The Mighty Bersaglieri are Italy's elite infantry. They wear distinctive black cockerel feathers on their helmets so the enemy can recognise them and be afraid. They seek out the enemy and defeat them, as well as provide their tanks with determined infantry support.
The main strength of this army lies in the confident veteran Bersaglieri. They Form the core of* the attack, they are skilled enough to avoid most enemy fire, and when led by their stoic commanders, they will never flee the battle. The Carri Platoon screens ahead of" the infantry, softening up the enemy for the Bersaglieri's attack, while the Semovente 75/1 8's follow up the attack, taking care of any nasty surprises and harder armour that the Allies may have. The Anti-tank platoon holds the flank against any sneaky attacks by the enemy.
The other flank is protected by the Italian's fine ArtiHery, which provides indirect support for the infantry attack, as well as deterring enemy tank attacks. Dug in, the Machine-gun and Anti-tank Platoons halt enemy infantry from attacking the valuable position. The Central fire alley is held by the Lancia da 90/53's, which provide support to whichever flank that is under pressure, as well as destroying any pesky aircraft that happen to be in the area.

The Bitter Road (Mage: The Ascension)




This suppliment is just that: a suppliment to a game setting and system, not a rules compendium. The book is well written, there is variety while avoiding some of the cheap printer's tricks White Wolf has used in the past to "spice up" their books. Solid, firmly based in the setting, and especially valuable for new players. Even for those unhappy with the current direction of the line, this tome has some well formed ideas for any player or Storyteller. While not a must have, it is worth having for the fan of the Mage line.

Convention Book: Iteration X (Mage: The Ascension)




The Clockwork Convention has been reworked, for the better! Not only are Iteration X characters more 3-Dimensional, the entire philosophy of the convention has returned to its roots. They are once again the men and women who are out to empower humanity. Though the convention is still the Technocracy's main source of firepower, they have expanded their horizons significantly. In the first Iteration X book, it seemed as though the human spirit was lost in the machine. In this book, the spirit has been found. I highly recommend this book to Technocracy fans with Rose-colored mirrorshades. We are not the adversaries of humanity, but the ones who empower it.

Shaders for Game Programmers and Artists (Premier Press Game Development)




"Shaders for Game Programmers and Artists"—the title says it all. This book does something that other shader books don’t. It focuses solely on shaders and their creation. You’ll use ATI’s RenderMonkey platform, giving you an easy-to-use framework for shader development and allowing you to focus your energy on shader development rather than the development of framework applications. Cover simple techniques, from the basics of color filters to more advanced topics, such as depth of field, heat shimmer, and high-dynamic range rendering. Extensive excercises at the end of each chapter allow you to test your skills by expanding upon the shader you’ve just developed. Whether you are an engineer or a technically minded artist, you’ve finally found the ideal guide for mastering shaders!

The Video Game Theory Reader 2



"The Video Game Theory Reader 2" picks up where the first "Video Game Theory Reader" (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms - the Nintendo Wii, the PlayStation 3, the Xbox 360 - and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.

Pat Dittmar. Practical Poker Math




A study in probability, strategy, and game theory, this handy companion explores all the mathematical methods of mastering the game of poker. The poker world needs more books like Practical Poker Math.
This book made difficult topics like odds, probabilities and game theory easy to understand for a beginner.

Using an original concept called "Total Odds," the book presents a complete odds work-up for both Texas Hold'Em and the high and low hands of Omaha. These principles are accessible to any poker player at any skill level, and the calculations are color-coded, making them easy to follow. Serving as a convenient primer for the beginner and a reference text for more experienced players, this guide is a safe bet for anyone looking to win.

How to Do Everything with Second Life




Filled with hundreds of hands-on tutorials, tips, and techniques, this is the thorough, in-depth reference that every Second Life resident needs. Learn how to create a unique avatar and then explore, build, socialize--and even earn real money. Inside, you'll find exclusive coverage of all the menus, features, and utilities. Whether you're a newbie or an old hand, this book will help you get the most out of Second Life.
Understand all the user interface features
Build hidden rooms, custom teleporters, secret sliding panels, and more
Shop for cool stuff and find the best values
Master the Maps, Inventory, Appearance, and Search dialogs
Start scripting with help from step-by-step tutorials
Control lag and find lost items using Preferences and the hidden Client menu
Visit exotic lands, travel in time, and enjoy roleplay
Create beautiful objects using expert texturing techniques
Earn money in ways that best suit your talents
Find land bargains, a bit of privacy, a great house, and lasting friendships

Dungeons & Dragons Roleplaying Game

Monster Guide 4th Ed


The Dungeons & Dragons Roleplaying Game has defined the medieval fantasy genre and the tabletop RPG industry for more than 30 years. In the D&D game, players create characters that band together to explore dungeons, slay monsters, and find treasure. The 4th Edition D&D rules offer the best possible play experience by presenting exciting character options, an elegant and robust rules system, and handy storytelling tools for the Dungeon Master.

The 4th edition Manual follows this model - although there are some differences worth mentioning.

First - the easy stuff:
The laundry list of monsters includes the bulk of classic D&D bad guys: Orcs, Unicorns, & Worgs (Oh my!). A straight book-to-book comparison will reveal many differences in this edition's inventory (e.g. 4th ed. has only chromatic Dragons).

Many will be surprised by which creatures got included - but it's worth remembering that every edition of D&D has had multiple versions of the Monster Manual (3.5 was up to volume 5). If your favorite bad guy didn't make the cut - they're not gone - they'll just be in a future product.

The creature entries seem abbreviated at first. Much as in 3.0/3.5 you will not see wordy paragraphs about a creature's back-story or preferred environment. As a DM, when I need a creature I need their stats, not their life story. Wordy write-ups take up space that could be filled by more monsters. Besides, adding thematic information like back stories is *my* job.

Big changes in creature powers will come as a jolt. Negative levels are gone. 3rd edition negative levels seemed like a good idea - but were more hassle than they were worth. They had a high maintenance tail (keep track of your minuses AND then track a save the following day - for each negative level), and they threatened the primary goal of all players: level advancement. Good riddance.

Writing for Video Games




Video games are a lucrative market for scriptwriters, but writing for video games is complex and very different from traditional media such as television or film. This practical guide shows how you can adapt your writing skills to this exciting medium. Written by an award-winning games writer, the book provides a realistic picture of how companies work, how the writer fits into the development process, and the skills required: storytelling; developing interactive narrative, characters, and viewpoints; dialogue comedy; and professional practice.


Cold Winter (Prima Official Game Guide)




·Tips and maps to help you conquer every level
·Multi-player tips: Weapon use, map-specific ploys, strategy for every game type
·Understand and defeat AI opponents
·Comprehensive weapon and gear stats
·Every intelligence item revealed
·Get top grades on every mission

Monopoly Tycoon: Prima's Official Strategy Guide



If you've ever played the classic Monopoly board game and found yourself stranded helplessly before a stretch of hotels on Board Walk and Park Place, while owning only shoddy green houses on Baltic and Mediterranean, you know why you need this strategy guide. Your favorite board game has grown up, and Monopoly City: Prima's Official Strategy Guide is ready to help you take revenge on those childhood memories of hopeless board game poverty or recapture those feelings of sweet entrepreneurial success.
-You want every railroad?
-Need strategies for smart hotel construction?
-Tips on when a risk means sudden success versus instant devastation?

Aliens Vs. Predator 2: Prima's Official Strategy Guide



Play or Prey?

• Attack strategies for each uniquespecies
• Details on weapons, tools, abilities, and equipment
• Complete walkthroughs for Alien, Predator, and Marine missions
• Advanced pointers for veteran players
• Multiplayer level and playable character tips

Ultramodern Firearms




The best ever RPG gun resource is back! Chameleon Eclectic's original Ultramodern Firearms was a marvel of research and illustration. Now author Charles Ryan, fresh from his work on the Wheel of Time RPG and d20 Modern for Wizards of the Coast, has revisited Ultramodern Firearms and updated it for the d20 System. The text is written for gamers, not gun enthusiasts, so it is clear, well-organized, and easy to use, focusing on the features, advantages, and uses of over 300 weapons and sights. Over 200 precise illustrations complete the package. Ultramodern Firearms is an indispensable resource for any contemporary d20 game. Ultramodern Firearms was originally released by Chameleon Eclectic in 1993 and immediately garnered critical acclaim. The book sold through three print runs netting over over 8,000 units sold. Now completely updated with new entries, technical drawings, and complete d20 statistics. Author Charles Ryan is one the designers of WotC's d20 Modern game, so the d20 stats will be 100% accurate. For d20 Modern there is no other weapons book!

Winning Chess Tactics Illustrated




This book offers an entertaining way to test your skills and train yourself with 300 positions taken from actual games. I loved this book because you don't need to have a chessboard at hand, you just try to solve the problems looking at the position diagram on the book. This alone is a good training for your brain, helping to develop the capacity to think ahead and visualize combinations in your head, after all when one is in an actual game you have to be able to analyze positions and visualize moves and combinations. I truly believe anyone can benefit from exercising his analytical and visualization abilities.

Data Structures for Game Programmers

Data Structures for Game Programmers



Game programmers, check out the only book on data structures written especially for you! Described in layman's terms, this book will explain all of the essential data structures that are used in video game programming. It will also go over some of the more advanced and specialized data structures, too. Data Structures for Game Programmers is written in C++, and any special skills required to understand the book will be explained within it. The CD will include source code of the book, compiled demo's of the source, graphical demo code, plus tools such as Visual C++ 5, SDL, STLPort, Paint Shop Pro, and an SDL Primer by Ernest Pazera.

Winning Chess Tactics Illustrated




This book offers an entertaining way to test your skills and train yourself with 300 positions taken from actual games. I loved this book because you don't need to have a chessboard at hand, you just try to solve the problems looking at the position diagram on the book. This alone is a good training for your brain, helping to develop the capacity to think ahead and visualize combinations in your head, after all when one is in an actual game you have to be able to analyze positions and visualize moves and combinations. I truly believe anyone can benefit from exercising his analytical and visualization abilities.

The Complete Official Guide to Assassin's Creed II




Contents: How to Play, Walkthrough, Reference & Analysis, Extras

Death World (Warhammer 40,000 Novels)




A squad of Catachan Jungle Fighters is sent to the deathworld of Rogar III in response to an ork incursion. But, as well as dealing with the orks, they must do battle the planet itself - not to the mention the mysterious figures that stalk them across the deadly terrain.

Call of Duty: Modern Warfare 2 Signature Series Strategy Guide



"Call of Duty: Modern Warfare 2 Signature Series Strategy Guide" features a complete step-by-step walkthrough of each single-player mission in the game. You can find detailed maps which call out intel locations, alternate routes, flanking manoeuvres and more. There's in-depth multiplayer coverage including custom maps showing vital locations in each mode of gameplay, as well as expert tactics for each team-based game. You'll find information on every feature, special weapon, camouflage, challenge and achievement. Plus, a bonus foldout and more! This title covers PS3, Xbox 360 and PC.

Legacy (Shira Calpurnia)




With the death of Rogue Trader Hoyyon Phrax, his trading Charter is destined to be bequeathed to his son, and Shira Calpurnia is appointed to insure that Hoyyon Phrax's legacy is carried out, despite the enemies and rival heirs in her path. Original.

Play Between Worlds: Exploring Online Game Culture

Play Between Worlds: Exploring Online Game Culture


In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces.

Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online-and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.

The Big Book of Brain



Games for better brains!
Use the secrets of brain science to improve communication, interpersonal relations, and productivity in any team or group

Jump-start any training session, workshop, or retreat with dozens of interactive games that build brain function in fun and engaging ways. The Big Book of Brain-Building Games offers all kinds of stimulating games to help your team improve information retention, camaraderie, and productivity--and requires few or no props. You'll learn what triggers to pull to help your group think and work better with these play-anywhere, crowd-pleasing interactive games.

Can your brain handle the fun?

Speakers and facilitators know that if you don't engage participants every five to seven minutes, you'll lose them! The Big Book of Brain-Building Games adds the spark you need for a successful meeting and keeps your team alert and connected, whatever the task. With just a handful of materials required, these brain-boosting games will help participants:

develop leadership skills and build self-confidence
enhance problem-solving strategies and boost creativity
learn cooperation and effective teamwork
dramatically improve communications skills--from public speaking to active listening
Plus the icebreakers are guaranteed to grab--and hold--any group's attention! You'll find it all in this latest collection from the trusted Big Books series.

Beef Up Your Brain




Scientists all over the world agree that leading a mentally stimulating life can increase brain power and the authors of this popular series have come up with another brain-boosting title that is sure to get your mental wheels churning while you enjoy hours of fun. Develop a six-pack brain with more than 301 games, puzzles, and exercises that provide the ultimate mind-blowing workout and keep your brain sharp and alert for life.

BENCHPRESS YOUR BRAIN INTO SHAPE AND:

Stretch and warm up your concentration
Perform brain curls for increased attention span and sharper focus
Bulk up on memory power
Increase your mental reps and ward off diseases like dementia and Alzheimers
Every time you do some of the puzzles in this fun guide, it's like taking your brain to the gym!

Blind (Warhammer 40,000)




This is the third book in the "Shira Calpurnia" series. Australian author Matthew Farrer once again brings his dazzling talent to bear on the "Shira Calpurnia" series. The fast-paced, intelligent action takes place in the great Imperial fortress system of Hydraphur, where Adeptus Arbites officer Shira Calpurnia enforces the law. Now, she is investigating the murder of a blind astropath - psychic humans who use their gifts to communicate across the vast reaches of the galaxy - and she fears that the killer will strike again.

Final Fantasy XII: The Complete Guide: Piggyback

1903511488


Having just received this lovely book yesterday, as an older gamer (lol!) I have to say that some of the print is tiny! And some of the colours used for printing makes certain tables very difficult to read, especially in artificial light. I was disappointed that there was no pull-out map which Piggback often produce. I was hoping for a large scale License map or a world map but there isn't one. It is an excellent book, though, well produced and quite "chatty" in places. Absolutely invaluable for this game. You need it!


Blogger Templates by Isnaini Dot Com and Real Estate.