000 | 03028nam a22005175i 4500 | ||
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001 | 978-3-319-30004-7 | ||
003 | DE-He213 | ||
005 | 20180206183141.0 | ||
007 | cr nn 008mamaa | ||
008 | 160509s2016 gw | s |||| 0|eng d | ||
020 |
_a9783319300047 _9978-3-319-30004-7 |
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050 | 4 | _aQA76.6-76.66 | |
072 | 7 |
_aUM _2bicssc |
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072 | 7 |
_aCOM051000 _2bisacsh |
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082 | 0 | 4 |
_a005.11 _223 |
100 | 1 |
_aAycock, John. _eauthor. |
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245 | 1 | 0 |
_aRetrogame Archeology _h[recurso electrónico] : _bExploring Old Computer Games / _cby John Aycock. |
264 | 1 |
_aCham : _bSpringer International Publishing : _bImprint: Springer, _c2016. |
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300 |
_aXIX, 222 p. 172 illus., 20 illus. in color. _bonline resource. |
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336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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347 |
_atext file _bPDF _2rda |
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505 | 0 | _aIntroduction -- Memory Management -- Slow, Wildly Incompatible I/O -- Interpreters -- Data Compression -- Procedural Content Generation -- Protection -- Obfuscation and Optimization -- Endgame. | |
520 | _aDrawing 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. | ||
650 | 0 | _aComputer science. | |
650 | 0 | _aComputer programming. | |
650 | 0 | _aMultimedia information systems. | |
650 | 0 | _aComputers. | |
650 | 0 | _aCommunication. | |
650 | 0 | _aSociology. | |
650 | 0 | _aMass media. | |
650 | 1 | 4 | _aComputer Science. |
650 | 2 | 4 | _aProgramming Techniques. |
650 | 2 | 4 | _aHistory of Computing. |
650 | 2 | 4 | _aMedia Research. |
650 | 2 | 4 | _aMultimedia Information Systems. |
710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer eBooks | |
776 | 0 | 8 |
_iPrinted edition: _z9783319300023 |
856 | 4 | 0 |
_zLibro electrónico _uhttp://148.231.10.114:2048/login?url=http://dx.doi.org/10.1007/978-3-319-30004-7 |
912 | _aZDB-2-SCS | ||
942 | _cLIBRO_ELEC | ||
999 |
_c227942 _d227942 |