Showing 1–24 of 179 results
A LOOK AT VICE THROUGHOUT HISTORY… AND HOW YOU CAN RECREATE DEBAUCHERY AT HOME! A hilarious, fascinating and alternative history of bad behaviour, from an editor at Cracked.com. Part history lesson, part how-to guide, A BRIEF HISTORY OF VICE includes interviews with experts and original experimentation to bring readers a history of some of humanity’s most prominent vices, along with explanations for how each of them helped humans rise to the top of the food chain. Evans connects the dots between coffee and its Islamic origins, the drug ephedra and Mormons, music and Stonehenge and much more.
Following on from his successful Understanding Chess Endgames, John Nunn turns his attention to the middlegame – the phase of the chess battle where most games are decided, yet the one that has received the least systematic treatment from chess writers. With the outstanding clarity for which he is famous, Nunn breaks down complex problems into bite-sized pieces.
In the case of attacking play, we are shown how to decide where to attack, and the specific methods that can be used to pursue the enemy king.
The Noble Hustle is Pulitzer finalist Colson Whitehead’s hilarious memoir of his search for meaning at high stakes poker tables, which the author describes as “Eat, Pray, Love for depressed shut-ins.”On one level, The Noble Hustle is a familiar species of participatory journalism–a longtime neighborhood poker player, Whitehead was given a $10,000 stake and an assignment from the online online magazine Grantland to see how far he could get in the World Series of Poker. But since it stems from the astonishing mind of Colson Whitehead (MacArthur Award-endorsed!), the book is a brilliant, hilarious, weirdly profound, and ultimately moving portrayal of–yes, it sounds overblown and ridiculous, but really!–the human condition.A
Welcome to Game Coding Complete, Fourth Edition, the newest edition of the essential, hands-on guide to developing commercial-quality games. Written by two veteran game programmers, the book examines the entire game development process and all the unique challenges associated with creating a game. In this excellent introduction to game architecture, you’ll explore all the major subsystems of modern game engines and learn professional techniques used in actual games, as well as Teapot Wars, a game created specifically for this book.
The 21st century has seen a board game renaissance. At a time when streaming television finds millions of viewers, video games garner billions of dollars, and social media grows ever more intense, little has been written about the rising popularity of board games. And yet board games are one of our fastest growing hobbies, with sales increasing every year. Today’s board games are more than just your average rainy-day mainstay. Once associated solely with geek subcultures, complex and strategic board games are increasingly dominating the playful media environment.T
Students See How Far a Little Math Can Take Them in Their Daily LivesMathematics for the Liberal Arts teaches everyday mathematics topics to non-math majors at the undergraduate level. Through numerous examples and more than 600 exercises, students learn how to use math seamlessly in a variety of practical areas, from conversion factors, statistics, visualization, money, and risk to games, art, music, and humor.The text develops a logical, real-world approach to data and reasoning, showing students how to:• Think both analytically and visually about data• Use graphics to make a point • Make sound monetary and nonmonetary decisions• Evaluate risk taking • Strategize to win at games • Appreciate more fully art, music, and humor Going beyond mere numerics and calculations, this textbook helps students become life-long learners exceeding the confines of a course.
By gently—and sometimes not so gently—mocking the fantasy dungeon crawl and the sacred cows of pop culture, the Munchkin® card game has stabbed and sneaked and snickered its way to the pinnacle of success. Along the way, its sold millions of copies, been translated around the world, and spawned more than two-dozen sequels and supplements.More fun than a Chainsaw of Bloody Dismemberment and more useful than a Chicken on Your Head, The Munchkin Book is a lighthearted and suitably snarky celebration of all things near and dear to the munchkin heart, featuring contributions from the game’s designer, Steve Jackson (president of Steve Jackson Games), and its signature artist, John Kovalic (creator of web comic Dork Tower), as well as notable mavens of geek culture.T
A cookbook is the ideal way to learn a tool as complex as vSphere. Through experiencing the real-world recipes in this tutorial you’ll gain deep insight into vSphere’s unique attributes and reach a high level of proficiency. Troubleshoot real-world vSphere performance issues and identify their root causes Design and configure CPU, memory, networking, and storage for better and more reliable performance Comprehensive coverage of performance issues and solutions including vCenter Server design and virtual machine and application tuning
Nowadays the French Defence 1…e6 is one of the most popular openings in response to 1.e4. I’d like to suggest a new concept of combating it. White plays 2.d4 d5 3.Nd2 and then deploys his pieces according to the scheme Ngf3, Bd3, c3, 0-0, against almost anything that Black may play. This will usually lead to exchanges in the centre and the appearance of an isolated queen’s pawn for White. Denis Yevseev is a grandmaster. He is the winner of many international tournaments as Taraus open (Tampere) 2002, the Petrov Memorial (St.
In this book the reader will find an opening repertoire for Black against 1. e4, based on the Petroff Defence and designed to be used up to the highest level. For many years this opening has served as the main black weapon for chess giants as Vladimir Kramnik and Boris Gelfand. The Petroff Defence is especially suitable for positionally-oriented players who like to obtain a solid and reliable game after the opening. The theoretical material in the book has been thoroughly prepared and systematized.
In Sonic Virtuality: Sound as Emergent Perception, authors Mark Grimshaw and Tom Garner introduce a novel theory that positions sound within a framework of virtuality. Arguing against the acoustic or standard definition of sound as a sound wave, the book builds a case for a sonic aggregate as the virtual cloud of potentials created by perceived sound. The authors build on their recent work investigating the nature and perception of sound as used in computer games and virtual environments, and put forward a unique argument that sound is a fundamentally virtual phenomenon.
Grimshaw and Garner propose a new, fuller and more complete, definition of sound based on a perceptual view of sound that accounts more fully for cognition, emotion, and the wider environment. The missing facet is the virtuality: the idea that all sound arises from a sonic aggregate made up of actual and virtual sonic phenomena. The latter is a potential that depends upon human cognition and emotion for its realization as sound. This thesis is explored through a number of philosophical, cognitive, and psychological concepts including: issues of space, self, sonosemantics, the uncanny, hyper-realism, affect, Gettier problems, belief, alief, imagination, and sound perception in the absence of sound sensation.
Provocative and original, Grimshaw and Garner’s ideas have broader implications for our relationship to technology, our increasingly digital lives, and the nature of our being within our supposed realities. Students and academics from philosophy to acoustics and across the broad spectrum of digital humanities will find this accessible book full of challenging concepts and provocative ideas.
Most of us know that Queen Victoria ruled over a great Empire, that King John signed the Magna Carta, and that Harold was killed at the Battle of Hastings. But this book, for inquisitive visitors to the royal palaces and monarchy buffs everywhere, takes us to the heart of the matter, and tells us what we really want to know about life behind the palace walls: Which monarch had the most eccentricities? Which king pawned his crown? Did monarchs use contraception? What made Mary I "bloody"? Was George III’s madness caused by porphyria, or was it arsenic poisoning? Who was Britain’s first royal motorist? Did Mary Queen of Scots murder her husband?
A collection of 32 projects for novice origami hobbyists, clearly illustrated with easy-to-follow instructions that even beginning papercrafters can follow with successful results. Subjects range from an ultra-simple hat, cup and pinwheel to the more challenging figures of a penguin and a piano.
Since their introduction to Unity, Shaders have been notoriously difficult to understand and implement in games: complex mathematics have always stood in the way of creating your own Shaders and attaining that level of realism you crave. Transform your game into a highly polished, refined product with Unity’s post-processing effects.
Build fully-featured, highly interactive multiplayer games with HTML5
If you are a HTML5 game developer who can make basic single-player games and you are now ready to incorporate multiplayer functionality in your games as quickly as possible, then this book is ideal for you.
While all of us regularly use basic math symbols such as those for plus, minus, and equals, few of us know that many of these symbols weren’t available before the sixteenth century. What did mathematicians rely on for their work before then? And how did mathematical notations evolve into what we know today? In Enlightening Symbols, popular math writer Joseph Mazur explains the fascinating history behind the development of our mathematical notation system. He shows how symbols were used initially, how one symbol replaced another over time, and how written math was conveyed before and after symbols became widely adopted.
Traversing mathematical history and the foundations of numerals in different cultures, Mazur looks at how historians have disagreed over the origins of the numerical system for the past two centuries. He follows the transfigurations of algebra from a rhetorical style to a symbolic one, demonstrating that most algebra before the sixteenth century was written in prose or in verse employing the written names of numerals. Mazur also investigates the subconscious and psychological effects that mathematical symbols have had on mathematical thought, moods, meaning, communication, and comprehension. He considers how these symbols influence us (through similarity, association, identity, resemblance, and repeated imagery), how they lead to new ideas by subconscious associations, how they make connections between experience and the unknown, and how they contribute to the communication of basic mathematics.
From words to abbreviations to symbols, this book shows how math evolved to the familiar forms we use today.
Great achievements often take a lifetime of preparation, but when these achievements are becoming the World Number 1 at the age of 12 and the youngest ever grandmaster at the age of 15 you have to start early! In this very personal book Judit Polgar describes her early moments of success and the chess ideas she needed to master to achieve them.
This exceptional book is the beginning of a unique project where one of the greatest players of our time transforms her personal journey to the top into a roadmap for everyone who ever wanted to better themselves in the game of chess.
Judit Polgar has been ranked 1st on the Women’s rating list from 1989 to this day. In 2005 she became the only woman in chess history to participate in the World Championship final.
After suffering a brain injury, Jane McGonigal came up with a game to help aid her recovery and battle the ensuing depression she experienced. Half a million people have now played this game to astonishing results: depression gone in 6 weeks in some cases and even terminal cancer patients reporting that playing the game gives them a sense of control over their own health. The book shows readers how to use these techniques to find strength and create positivity: readers can look to their own ‘power-ups’ which are little things they can do to feel better and tackle the hurdles in their own lives.
This book provides simple step-by-step ideas that can be carried out in day-to-day life, helping you transform your life with a new flexible and reenergised mindset. In this book McGonigal uses her own story and those of others to expertly demonstrate how simple changes can result in dramatic life-affirming effects. And what’s more, she tells you how you yourself can lead a more “gameful” life.
“This book will help you become the ultimate Star Wars fan.” – TIME
“An enlightening and surprisingly personal tour of a galaxy…Sunstein offers plenty of fun details and opinions.” – Washington Post
There’s Santa Claus, Shakespeare, Mickey Mouse, the Bible, and then there’s Star Wars. Nothing quite compares to sitting down with a young child and hearing the sound of John Williams’s score as those beloved golden letters fill the screen. In this fun, erudite, and often moving book, Cass R. Sunstein explores the lessons of Star Wars as they relate to childhood, fathers, the Dark Side, rebellion, and redemption.
Molly Bloom reveals how she built one of the most exclusive, high-stakes underground poker games in the world—an insider’s story of excess and danger, glamour and greed.In the late 2000s, Molly Bloom, a twentysomething petite brunette from Loveland Colorado, ran the highest stakes, most exclusive poker game Hollywood had ever seen—she was its mistress, its lion tamer, its agent, and its oxygen. Everyone wanted in, few were invited to play.Hundreds of millions of dollars were won and lost at her table.
The phenomenon returns! Originally published in 1987, The Book of Questions, a New York Times bestseller, has been completely revised and updated to incorporate the myriad cultural shifts and hot-button issues of the past twenty-five years, making it current and even more appealing.This is a book for personal growth, a tool for deepening relationships, a lively conversation starter for the family dinner table, a fun way to pass the time in the car. It poses over 300 questions that invite people to explore the most fascinating of subjects: themselves and how they really feel about the world.T
Flush those boring old gifts and give your friends and family something they can really sit down and digest! The Uncle John’s Bathroom Reader series is one of the longest-running, most popular humor collections in the publishing industry. It taps into a vast resource of forgotten readers – the 66 percent of North Americans who admit to reading in the bathroom. It’s our 15th year and we’re still going strong!
Find out what millions of trivia lovers already know: Uncle John is your #1 source when it comes to throne-room reading entertainment. This book celebrates the very best articles from the BRI’s first ten years–plus 150 all-new pages! As always, the contents are divided by length: short articles for the reader on the go, medium articles if you have a few minutes to spare, and the extended sitting section for those truly leg-numbing experiences. Read about . . .- The origin of Twinkies- Who invented the Hula Hoop- The untold history of the Three Stooges- Space toilets: where no man has gone before- 1876: the year they stole the presidency- The FBI’s "Ten Most Wanted" list- How to start your own country- Celebrity impostersAnd much, much more!
Minecraft®™ is so much more than a video game, taking your own creativity and turning it into impressive art and unbelievable builds- not to mention adding in minigames and powerful Redstone creations! In 101 Awesome Builds you will be introduced to the most incredible structures from the world’s greatest creators. There’s something for every building style inlcuidng Science Fiction, Fantasy and Ancient, Modern, Pop Culture, Redstone, and more! Prepare to be awed and inspired, whether you’re a brand new ‘Crafter or a master builder in your own right.
Showing 1–24 of 179 results