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OverviewDrawing on extensive research, this book explores the techniques that old computer games used to run on tightly-constrained platforms. Retrogame developers faced incredible challenges of limited space, computing power, rudimentary tools, and the lack of homogeneous environments. Using examples from over 100 retrogames, this book examines the clever implementation tricks that game designers employed to make their creations possible, documenting these techniques that are being lost. However, these retrogame techniques have modern analogues and applications in general computer systems, not just games, and this book makes these contemporary connections. It also uses retrogames' implementation to introduce a wide variety of topics in computer systems including memory management, interpretation, data compression, procedural content generation, and software protection. Retrogame Archeology targets professionals and advanced-level students in computer science, engineering, andmathematics but would also be of interest to retrogame enthusiasts, computer historians, and game studies researchers in the humanities. Full Product DetailsAuthor: John AycockPublisher: Springer International Publishing AG Imprint: Springer International Publishing AG Edition: 1st ed. 2016 Dimensions: Width: 15.50cm , Height: 1.40cm , Length: 23.50cm Weight: 4.912kg ISBN: 9783319300023ISBN 10: 3319300024 Pages: 222 Publication Date: 17 May 2016 Audience: College/higher education , Professional and scholarly , Undergraduate , Postgraduate, Research & Scholarly Format: Hardback Publisher's Status: Active Availability: Manufactured on demand ![]() We will order this item for you from a manufactured on demand supplier. Table of ContentsReviews“The author does a pretty good job of taking a look at this most interesting field that many users, gamers, and programmers can identify with … . the book can be of interest also to nonprogrammers, retrogame enthusiasts, historians and researchers, and even just to readers who can recall games from their childhood and develop nostalgia just by reading it. With the use of graphs, tables, figures, and screen captures, the world of retrogames is brought to life.” (Cecilia G. Manrique, Computing Reviews, computingreviews.com, October, 2016) The author does a pretty good job of taking a look at this most interesting field that many users, gamers, and programmers can identify with ... . the book can be of interest also to nonprogrammers, retrogame enthusiasts, historians and researchers, and even just to readers who can recall games from their childhood and develop nostalgia just by reading it. With the use of graphs, tables, figures, and screen captures, the world of retrogames is brought to life. (Cecilia G. Manrique, Computing Reviews, computingreviews.com, October, 2016) Author InformationTab Content 6Author Website:Countries AvailableAll regions |