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Retrogame archeology = exploring old...
~
Aycock, John.
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Retrogame archeology = exploring old computer games /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Retrogame archeology/ by John Aycock.
Reminder of title:
exploring old computer games /
Author:
Aycock, John.
Published:
Cham :Springer International Publishing : : 2016.,
Description:
xix, 222 p. :ill. (some col.), digital ;24 cm.
[NT 15003449]:
Introduction -- Memory Management -- Slow, Wildly Incompatible I/O -- Interpreters -- Data Compression -- Procedural Content Generation -- Protection -- Obfuscation and Optimization -- Endgame.
Contained By:
Springer eBooks
Subject:
Computer games. -
Online resource:
http://dx.doi.org/10.1007/978-3-319-30004-7
ISBN:
9783319300047
Retrogame archeology = exploring old computer games /
Aycock, John.
Retrogame archeology
exploring old computer games /[electronic resource] :by John Aycock. - Cham :Springer International Publishing :2016. - xix, 222 p. :ill. (some col.), digital ;24 cm.
Introduction -- Memory Management -- Slow, Wildly Incompatible I/O -- Interpreters -- Data Compression -- Procedural Content Generation -- Protection -- Obfuscation and Optimization -- Endgame.
Drawing 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, and mathematics but would also be of interest to retrogame enthusiasts, computer historians, and game studies researchers in the humanities.
ISBN: 9783319300047
Standard No.: 10.1007/978-3-319-30004-7doiSubjects--Topical Terms:
517352
Computer games.
LC Class. No.: GV1469.15
Dewey Class. No.: 791.8
Retrogame archeology = exploring old computer games /
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Introduction -- Memory Management -- Slow, Wildly Incompatible I/O -- Interpreters -- Data Compression -- Procedural Content Generation -- Protection -- Obfuscation and Optimization -- Endgame.
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Drawing 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, and mathematics but would also be of interest to retrogame enthusiasts, computer historians, and game studies researchers in the humanities.
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Computer Science (Springer-11645)
based on 0 review(s)
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W9280644
電子資源
11.線上閱覽_V
電子書
EB GV1469.15 .A974 2016
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