Thursday, 9 May 2013

[B417.Ebook] Get Free Ebook Screenwriting is Rewriting: The Art and Craft of Professional Revision, by Jack Epps Jr.

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Screenwriting is Rewriting: The Art and Craft of Professional Revision, by Jack Epps  Jr.

If there is one skill that separates the professional screenwriter from the amateur, it is the ability to rewrite successfully. From Jack Epps, Jr., the screenwriter of Top Gun, Dick Tracy, and The Secret of My Success, comes a comprehensive guide that explores the many layers of rewriting.

In Screenwriting is Rewriting, Epps provides a practical and tested approach to organizing notes, creating a game plan, and executing a series of focused passes that address the story, character, theme, structure, and plot issues. Included are sample notes, game plans, and beat sheets from Epps' work on films such as Sister Act and Turner and Hooch. Also featured are exclusive interviews with Academy Award� winning screenwriters Robert Towne (Chinatown) and Frank Pierson (Dog Day Afternoon), along with Academy Award� nominee Susannah Grant (Erin Brockovich).

  • Sales Rank: #360476 in Books
  • Published on: 2016-01-28
  • Released on: 2016-01-28
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.93" h x 1.08" w x 6.08" l, 1.00 pounds
  • Binding: Paperback
  • 360 pages

Review

"And just when we thought we didn't need another book about screenwriting along comes this one, which in short order makes itself a must-have. Jack Epps is a great writer, a master teacher, as smart about character as he is about structure. He's distilled this part of our craft to its essence, and by heeding his book's fine wisdom we will all of us become better rewriters―and better writers." - Howard A. Rodman, Screenwriter and President of the Writer’s Guild of America, We

"Never in the history of Hollywood has a screenwriter heard the words: ‘It's perfect; don't change a thing.’ Even if someone were to say that, we know better and would change it anyway, and change it again, and again, and again. This book teaches the why and the how of rewriting and is written by a real, live, honest-to-God professional screenwriter who has successfully had many of his scripts made into movies." - Stephen Sommers, Writer and Director of The Jungle Book (1994), The Mummy (1999), and Van Helsing (2004)

"An exemplary text on screenplay writing. Drawing from both his professional and academic experiences, Jack Epps, Jr. provides an excellent distillation of ideal screenwriting practice, creating an indispensable resource for both students and self-taught screenwriters." - David Dunn, Principal Teaching Fellow in Film Studies, University of Southampton, UK

About the Author
Jack Epps, Jr. is the co-author of the films Top Gun, The Secret of My Success, Dick Tracy, Legal Eagles, Dick Tracy, and Turner and Hooch. As a script doctor, Epps contributed to such films as Sister Act and Die Hard With A Vengeance. Epps is an Associate Professor and Chair of the Writing for Screen and Television Division in the School of Cinematic Arts at the University of Southern California, USA.

Most helpful customer reviews

6 of 6 people found the following review helpful.
A New Essential Screenwriting Book
By Shna Lobster
Jack Epps' rewriting workshops are legendary in the halls of the USC School of Cinematic Arts. I was fortunate enough to work with Jack on my own rewrite where he shared with me the tools and strategy he employs for rewriting his scripts. "Screenwriting is Rewriting" perfectly sums up his approach to refining your characters and strengthening the heart of your story. Quite simply, he is the master of rewriting, and this book contains immensely valuable tips and advice you won't find elsewhere.

4 of 4 people found the following review helpful.
Incredibly useful on every level - I can't recommend it enough!
By Peter C.
I've taken to sampling bits of this book book before I dive into the writing day each morning, and I can't tell you how helpful it's been to have everything at the front of my brain as a result. It's a perfect match for the surgical elements of draft-digging, crafted to be dipped into as a handbook as readily as it is to be read from front to back. In short: it 100% proves Mr. Epps knows what he's talking about in the screenwriting game, and I can't recommend it enough.

3 of 3 people found the following review helpful.
Excellent book that you will reference repeatedly
By Amazon Customer
This is a fantastic book for screenwriters at all levels. It's a working reference guide that you can access over and over again at various points of your rewriting process and your career. There are other screenwriting books on the market that you read once and never reference again. This book is not one of them. It's more like a great investment in your writing career than just a book. Incredibly useful and helpful overall.

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[K487.Ebook] Fee Download Delivered from Evil: Preparing for the Age to Come, by Rick Joyner

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Delivered from Evil: Preparing for the Age to Come, by Rick Joyner

Before the end of the age, there will be an eternal witness that righteousness will prevail over wickedness, and truth will ultimately defeat every lie.

Delivered From Evil

The final book in this prophetic trilogy, Delivered from Evil unveils a secret crucial to ultimate victory. The secret is definitely not what you are thinking.

It does not introduce a new slick technique to be used in spiritual warfare. It is not about strategy-it is about the heart.

Prophetic author Rick Joyner delivers the compelling argument that the most powerful weapon we have is not the sword we have in our hand, but the love we have in our heart. Delivered from Evil dismantles the strongholds of fear, confusion and human idealism with the power of that secret key. In the end, Joyner demonstrates how our fight is not for our existence, but for the victory of the King and His kingdom.

In this book, you will discover the awesome part that you can play in most certain triumph.

  • Sales Rank: #1047696 in Books
  • Brand: Morning Star Publications
  • Published on: 2005-01-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.00" h x .33" w x 6.00" l, .55 pounds
  • Binding: Paperback
  • 144 pages

About the Author
Rick Joyner is the founder and executive director of Morning Star Publications and Ministries in Charlotte, North Carolina. He has written more than a dozen books, including "The Harvest, There Were Two Trees in the Garden", and the bestsellers "The Call", and "The Final Quest". He lives in North Carolina with his wife, Julie, and their four children.

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0 of 1 people found the following review helpful.
Five Stars
By Katie Salberg
very happy

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Monday, 6 May 2013

[U624.Ebook] Ebook OpenStack Orchestration, by Adnan Ahmed Siddiqui

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OpenStack Orchestration, by Adnan Ahmed Siddiqui

Exploit the power of dynamic cloud formation and auto-scaling features to fully implement OpenStack orchestration

About This Book
  • Set up, manage, and troubleshoot Heat and effectively automate your datacenter and cloud-based services
  • Achieve high availability, minimize down-time, and automate the deployment of cloud-based services and resources with minimum effort
  • Upgrade your skills and manipulate resources on virtual machines in an unattended fashion using Heat
Who This Book Is For

If you are a System Engineer, System Administrator, Cloud Administrator, or a Cloud Engineer, then this book is for you. You should have a background of working in a Linux-based setup. Any knowledge of OpenStack-based cloud infrastructure will help you create wonders using this book.

What You Will Learn
  • Install an orchestration service for a private cloud environment
  • Tackle errors that show up during the installation and configuration of heat
  • Configure a template for orchestration using the native HOT format
  • Configure a template for orchestration using the AWS cloud formation format
  • Deploy a stack using the HOT template
  • Deploy a test stack using the AWS CloudFormation template
  • Automate and orchestrate cloud-based services with OpenStack Heat
In Detail

This book is focused on setting up and using one of the most important services in OpenStack orchestration, Heat. First, the book introduces you to the orchestration service for OpenStack to help you understand the uses of the templating mechanism, complex control groups of cloud resources, and huge-potential and multiple-use cases. We then move on to the topology and orchestration specification for cloud applications and standards, before introducing the most popular IaaS cloud framework, Heat. You will get to grips with the standards used in Heat, overview and roadmap, architecture and CLI, heat API, heat engine, CloudWatch API, scaling principles, JeOS and installation and configuration of Heat. We wrap up by giving you some insights into troubleshooting for OpenStack.

With easy-to-follow, step-by-step instructions and supporting images, you will be able to manage OpenStack operations by implementing the orchestration services of Heat.

Style and approach

The book is a step-by-step guide to implementing an orchestration (cloud formation) service for OpenStack-based cloud environments. This book uses real-world scenarios and examples to demonstrate the procedures in an easy-to-understand language with plenty of screenshots to help you get a better understanding.

  • Sales Rank: #1473931 in Books
  • Published on: 2015-10-27
  • Released on: 2015-10-27
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.25" h x .34" w x 7.50" l, .59 pounds
  • Binding: Paperback
  • 150 pages

About the Author

Adnan Ahmed Siddiqui

Adnan Ahmed Siddiqui is an innovative and results-driven leader with over 8 years of success. He is focused on achieving exceptional results in highly competitive environments that demand continuous improvements. He has a proven ability to architect, design, develop, and deliver cost-effective, high-performance technology solutions to meet challenging business demands. Adnan is competent in Information Lifecycle Management (ILM) and Service Delivery Lifecycle (SDLC) covering business case development, team and project management, delivery, implementation, and support. He provides consultancy and advising to various organizations in the USA and Middle East regions in OpenStack, AWS, Citrix, and Microsoft solutions. Adnan is a founder and CEO of CloudDall INC (www.clouddall.com), a successful company that helps organizations worldwide rapidly migrate their IT infrastructure to the cloud. Their business provisioning includes Public Cloud, Hybrid Cloud, DaaS (Desktop as a Service), backup and archive, disaster recovery, and customized storage services. CloudDall provides subscription-based services tailored to fit a range of business models resulting in reduced cost, enhanced security, control, and productivity. In addition to these achievements, Adnan holds Computer Engineer degree and these certifications: Red Hat Certified Engineer (RHCSA), AWS Certified Solution Architect, Citrix Certified Enterprise Engineer for Virtualization (CCEE), Microsoft Certified Technology Specialist (MCTS), Microsoft Certified Information Technology Professional (MCITP), and Microsoft Certified System Engineer (MCSE). He has also been a Microsoft Certified Trainer (MCT) for 6 years.

Most helpful customer reviews

1 of 1 people found the following review helpful.
but I still would not recommend buying a book from someone who steals other people's ...
By Donald Talton
I began as a technical review of this book, but resigned when I saw the 'author' was blatantly plagiarizing from various Internet blogs. Hopefully Packt scrubbed the plagiarism, but I still would not recommend buying a book from someone who steals other people's work and try to pass it off as his own. I also think that it's unethical for Packt to have continued with an author that was so blatantly stealing. Here is my original email to Packt, they never responded:

"The "author" is plaigerising large pieces of this book. I noticed that his writing shifts between using poor grammatical structures and using clear concise structures; his grammar usage is not consistent.

Once I got to page 7 I started doing research. Half of page 7 is copied from this blog:

http://hardysteven.blogspot.com/2014/04/heat-auth-model-updates-part-2-stack.html

All the author did was change the word "Heat" to "Orchestration".

On page 3, he copies a sentence directly from the OpenStack documentation:

The author:
Orchestration makes it possible to launch multiple composite cloud applications based on templates in the form of text files that can be treated like code.

The OpenStack docs (https://wiki.openstack.org/wiki/Heat):
... an orchestration engine to launch multiple composite cloud applications based on templates in the form of text files that can be treated like code.

I hope you can find another author that does not steal other people's hard work. I enjoy reviewing books for Packt, but I am not going to continue reviewing this book because of this."

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Monday, 29 April 2013

[Q718.Ebook] PDF Download Foundations of Economics: A Christian View, by Shawn Ritenour

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Foundations of Economics: A Christian View, by Shawn Ritenour

Foundations of Economics: A Christian View is an introduction to economics from an explicitly Christian perspective. It maintains that there is no conflict between Christian doctrine and economic science, properly understood. Therefore, Foundations of Economics has three goals: to demonstrate that the foundations of economic laws are derived from a Christian understanding of nature and humanity; to explain basic economic principles of the market economy and apply them to various economic problems, such as poverty and economic development; and to show the relationship between Christian ethics and economic policy.

Foundations of Economics: A Christian View accomplishes these goals by rooting the fundamental principles of human action in the Christian doctrines of creation and humanity, and integrating them with the Christian ethic of private property. This volume explains the relevance of economics for fulfilling the cultural mandate set forth in the first two chapters of Genesis, by demonstrating how economics can help us in our task to be fruitful and multiply and have dominion over the earth, without spoiling creation, starving to death, or descending into a barbaric struggle for survival.

"To speak of an economics textbook as enjoyable, thought-provoking, and at points even entertaining, might seem implausible. But Dr. Shawn Ritenour has accomplished the improbable with Foundations of Economics, an outstanding work that makes the sometimes obtuse jargon of economics easily understood. Practical in application and sound in economic theory, Dr. Ritenour's excellent text is unapologetically free market oriented and incorporates a biblical worldview, providing a perspective on economics nearly universally missed by other texts. I pray the book finds a wide audience."
--David Wesley Whitlock
President, Oklahoma Baptist University

"Dr. Ritenour has written an exceptional economics text. The book simultaneously avoids technical jargon, injects humor into the alleged 'dismal science,' and seamlessly integrates the Christian faith into the discipline. Dr. Ritenour's text is a great illustration of how practical and applicable the study of economics can be."
--Dr. Ronda O. Credille
Professor of Business Administration, Southwest Baptist University

"Shawn Ritenour's Foundations of Economics is everything a textbook on economics should be: clear, well organized, easy to understand--and interesting! Ritenour presents the material with the effortless ease of the expert, in a way suited to the beginning or intermediate student. That he roots economic principles in biblical wisdom making this a truly momentous contribution and a blessing to anyone fortunate enough to study from it."
--Thomas E. Woods, Jr.
author of Meltdown: A Free-Market Look at Why the Stock Market Collapsed, The Economy Tanked, and Government Bailouts Will Make Things Worse.

"Professor Ritenour has produced an elegantly written and masterfully organized work . . . Any student who fully absorbs this book will be head and shoulders above the vast majority of principles students today, and it is encouraging to me to think of the powerful impact this text will have . . . In the moral underpinnings, intellectual force, and accessibility of Ritenour's text, he has created what was sorely lacking in collegiate economics today. It is an astonishing achievement."
--Timothy Terrell
Associate Professor of Economics, Wofford College

Shawn Ritenour is Professor of Economics at Grove City College.

  • Sales Rank: #1037077 in eBooks
  • Published on: 2015-08-14
  • Released on: 2015-08-14
  • Format: Kindle eBook

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Wednesday, 17 April 2013

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Game Engine Architecture, Second Edition, by Jason Gregory

Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine.

New to the Second Edition

  • Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4
  • New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine
  • Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing
  • Insight into the making of Naughty Dog’s latest hit, The Last of Us

The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI.

An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.

  • Sales Rank: #29433 in Books
  • Published on: 2014-08-15
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.75" h x 8.00" w x 2.25" l, .0 pounds
  • Binding: Hardcover
  • 1052 pages

Review

"… this book is the best of its kind, and you’re lucky to have found it. It covers the huge field of game engine architecture in a succinct, clear way, and expertly balances the breadth and depth of its coverage, offering enough detail that even a beginner can easily understand the concepts it presents. The author, Jason Gregory, is not only a world expert in his field; he’s a working programmer with production-quality knowledge and many shipped game projects under his belt. … Jason is also an experienced educator who has taught in the top-ranked university game program in North America. … the many detailed code samples and implementation examples in this book will help you understand just how the pieces come together in a great game. By helping you in this way, Jason’s book might just empower you to outstrip even the most audacious dreams of history’s best game designers and developers."
―From the Foreword by Richard Lemarchand

Praise for the First Edition:
A 2010 CHOICE Outstanding Academic Title
"This course resource provides an excellent, comprehensive look at every major system and issue related to modern game development … a must-have textbook for computer science, software engineering, or game programming majors, amateur hobbyists, game 'modders,' and game developers."
―A. Chen, CHOICE, January 2010

"… it looks like most of the critical areas and concepts are touched on. … it looks like you’ll have some reasonably deep understanding of the elements that go into making a game engine. Quite an impressive work, and I know of nothing else in this area that is so detailed."
―Eric Haines, www.realtimerendering.com/blog/, July 2009

"Jason Gregory draws upon his many years of experience and expertise to create a complete and comprehensive textbook on the theory and practice of game engine software development. Informed and informative, replete with examples for every aspect of the game development process, and fully accessible to aspiring game engine developers as well as a very useful reference for even experienced technicians in the field, Game Engine Architecture is an invaluable, thoroughly ‘user friendly,’ and highly recommended core addition to personal, professional, and academic Computer Science reference and resource collections in general, as well as gaming engine design instructional reading lists in particular."
―The Midwest Book Review, September 2009

"The book contains a huge amount of data on specifics to consider when developing a game engine."
―Gamasutra.com, November 2009

"Game Engine Architecture by Jason Gregory has been named a finalist for the Game Developer's 2009 Front Line Award."
―PR Newswire, December 2009

Most helpful customer reviews

26 of 27 people found the following review helpful.
Jason Gregory's "Game Engine Architecture, Second Edition" is deserving of five stars! Highly recommended!
By [KNDY] Dennis A. Amith
Jason Gregory's "Game Engine Architecture, Second Edition" is one of the BEST book on those who want to program games!

It's important to note that this is not a beginner book, you will need to have experience with C++ before you delve into this book as it can be used as a course text for a two or three course college-level series in intermediate game programming. It's also an excellent book for those learning about self-programming of games, especially as this touches upon the architecture of the eighth generation of gaming consoles - the Xbox One and PlayStation 4.

For those wondering what the second edition has vs. the first, Jason goes into the latest variant of the C++ programming language, C++ 11 and the architecture of the current next gen consoles.

He also fills some gaps in the content of the original book, a new chapter on audio technology and his wanting to cover the fundamentals of the physics, mathematics and technology of the creation of major AAA games.

Also, fixing errors from the first book.

Here is the break down of Jason Gregory's "Game Engine Architecture, Second Edition":

I. Foundations
1. Introduction - Structure of a typical game team, what is a game?, what is a game engine?, engine differences across genres, game engine survey, runtime engine architecture, tools and the asset pipeline

2. Tools of the Trade - Version Control, Microsoft Visual Studio, Profiling Tools, Memory Leak and Corruption Detection

3. Fundamentals of Software Engineering for Games - C++ Review and Best Practices, Data, Code and Memory, Catching and Handling Errors, Pipelines, Caches and Optimization

4. 3D Math for Games - Solving 3D Problems in 2D, Points and Vectors, Matrices, Quaternions, Comparison of Rotational Representations, Other Useful Mathematical Objects, Hardware-Accelerated SIMD Math, Random Number Generation

II. Low-Level Engine System
5. Engine Support Systems
6. Resourece and the File System
7. The Game Loop and Real-Time Simulation
8. Human Interface Devices (HID)
9. Tools for Debugging and Development

III. Graphics, Motion and Sound
10. Rendering Engine
11. Animation Systems
12. Collision and Rigid Body Dynamics
13. Audio

IV. Gameplay
14. Introduction to Gameplay Systems
15. Runtime Gameplay Foundation Systems

V. Conclusion
16. You Mean There is More - Engines that weren't covered, gameplay systems

Overall, I was thoroughly impressed with this book and there is so much coverage of game engine architecture, I was literally in awe of how much Jason Gregory put into this book.

Not only do I recommend it for professors searching for a book on game engine architecture for their curriculum but not only does "Game Engine Architecture, Second Edition" work as an academic book but also those wanting a self-programming book as it thoroughly goes into the nitty gritty of today's modern game engines.

It's simply one of the best books on the market right now. Yes, some may hesitate on its price but trust me, the wealth of information in this book is priceless.

Jason Gregory's "Game Engine Architecture, Second Edition" is deserving of five stars! Highly recommended!

12 of 12 people found the following review helpful.
A pleasant and informative stroll through all aspects of game engine development
By Timothy Lovett
I've wanted to get my hands on Jason Gregory's second edition of Game Engine Architecture since I saw it pop up on my coming soon to Amazon list. I was lucky to be given the opportunity to review the book because it was something I really wanted and would have purchased shortly thereafter had I not been given this opportunity. I'm a software engineer by day working in Ruby on Rails for web development but I do casual development with the Unreal Engine and I have experience working with Ogre3d and Bullet Physics for my own little sandbox (I think that the best way to really learn the stuff is to get neck deep in it despite the benefits of a 3rd party engine).

Comparing the books physically the second edition has a slightly nicer binding on it. Both are massive in size but the second edition definitely is a bit bigger. There were 860 pages in the 1st edition and 1014 in the 2nd counting the indexes.

Like the origin the book does a great job covering a massive amount of subjects from physics packages, graphic engines, and the like to even covering the deadzone of analog input controllers. It's all really a basic introduction to a series of complex subjects that warrant further reading to really gain a full grasp on. I have plenty of books alone related to rendering (Real Time Rendering is a nice gem) and even 3d mathematics with vectors. You just can't pick it all up in one book and anyone thinking this is going to cover things at that level hasn't grasped the size of the material involved. The book is over 1000 pages and it's just scratching the surface, game development is a lifetime chore/pleasure. Jason does have some example code in the book covering different functionality but it never overwhelms the subject like some other game engine books I've read (Game Coding Complete felt like it was primarily code but they both have their purposes).

It was nice to see the new audio chapter Jason mentioned would be coming with the "There's more" section of the first edition. Would be nice if the book could cover more AI and networking related topics but I understand that at 1000 pages there's really no room left for a more in depth look. There are actually books out there specifically for both topics I'd recommend.

Needless to say the book is great. I was able to quickly leaf through and check for some changes to some of the existing chapters I had read (although a lot is reused from the first edition as one would imagine) and I felt like the new content is definitely worth it.

I don't know what else to say -- I highly recommend it and was giddy when it arrived. It's worth having if you plan on getting into any moderate game development. Even if you're just using an engine with its own domain specific language that abstracts the coding it's good to know how things work under the hood. This book is my new favorite -- now to somehow convince my wife I'm not hoarding by keeping the old edition too (although the size of the book will make this hard). Love it.

16 of 19 people found the following review helpful.
Undeniably, the best introduction to an amazing subject
By Ivy Reisner
The book is comprehensive in its coverage, everything from game physics, graphics, and audio to how to set up code repositories like Visual Source Safe and Subversion. As a result, you will need additional resources to deep dive into many of these areas, but after reading this book, you will know exactly what your options are, and where to deep dive. It covers all the generation 7 and 8 hardware, including the PlayStation Eye, the PlayStation Camera, both versions of Kinect, and the WiiMote, and for that it does go into a great deal of detail. The balance seems to be that the book will skim over topics that would be well covered elsewhere or would show up in other types of software design, and go into greater detail on the areas where other resources are sparse, and it strikes a very good balance in doing so. It is arguably the best first book on the subject.

The tone is serious. You won't get the cartoon people of the "For Dummies" or "Head First" series. You won't get the hand-holding of the "in 24 Hours"/"in 21 Days" series. It is far closer to a graduate school level textbook. It isn't dry, however, and the tone isn't as pretentious as most grad school textbooks. It's clear. It's engaging. Even someone who does not have a background in computer science and software development should be able to follow it.

I would have preferred more code samples, but for a book that mostly provides a view from 10,000 feet, that would be asking a bit much. The ones provided are clear and concise. The language choice of C++ is a good one, first because it is largely used in game design (not exclusively, of course, but it is a popular choice) and second because so many other languages -- Perl, Java, Python, C#, and more, are based off of C++, so the code is familiar to people who work in those descendant languages.

The only caveat I have is the Kindle version. I could not download the sample, as it says the format used it incompatible with pretty much everything. If you plan to buy the ebook version, take down the sample first, and make certain you can read it on your device.

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Sunday, 7 April 2013

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  • Sales Rank: #817212 in Books
  • Published on: 2013
  • Binding: Paperback

Most helpful customer reviews

0 of 0 people found the following review helpful.
Five Stars
By L H. Johnson
beautiful

3 of 3 people found the following review helpful.
Could have been better
By Ebony Reviewer
You'd thsink after 40 years in production you have a mountain of source material and be abale to produce and additonal with more content, more piictures, retrospective articles, and just better in so many ways, this ended being like a normal quarterly release,. Bummer.

1 of 1 people found the following review helpful.
Three Stars
By Anthony Ogans
A little disappointed!! Wanting more of each decade coverage: 70s, 80s, 90s, 00s and 10s.

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Ionian: Corfu, Levkas, Cephalonia, Zakinthos and the Coast to Finakounda

  • Published on: 1600
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