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One Game at a Time

One Game at a Time
Author: Harnarayan Singh
Publisher: McClelland & Stewart
Total Pages: 330
Release: 2020-09-22
Genre: Biography & Autobiography
ISBN: 0771073909

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INSTANT NATIONAL BESTSELLER From the distinct and vibrant voice behind Hockey Night in Canada Punjabi comes the story of pursuing a dream and defying the odds, reminding us all of hockey's power to unite. BoninoBoninoBonino! Ask a hockey fan if they have heard the wonderfully electric call of Nick Bonino's overtime-winning goal from the 2016 Stanley Cup Final and they will almost surely answer with a resounding yes! That's because video clips of the Hockey Night in Punjabi broadcast immediately went viral, amplifying the profile of Harnarayan Singh, the voice behind the call. Growing up in small-town Alberta, Harnarayan was like many other kids who dreamed about a life within the sanctum of the game they idolized. There was only one small difference--he didn't look like any of the other kids. And when he sat down on Saturday nights to tune in to Hockey Night in Canada with the rest of the nation, he couldn't ignore the fact that the broadcasters or analysts didn't look like him either. Undeterred, Harnarayan worked his way from calling imaginary hockey games with his plastic toy microphone as a child, to funding secret flights from Calgary to Toronto every weekend in the early days of Hockey Night in Punjabi, to making history as the first Sikh to broadcast an NHL game in English. Full of heart, humour, and bursting with personality (and maybe a few family prayers for Wayne Gretzky), One Game at a Time is the incredible and inspiring story of how Harnarayan Singh broke through the longstanding barriers and biases of the sport he loves. But more than that, Harnarayan blends his unabashed love of hockey with a refreshing and necessary positive message about what it means to be a Canadian in the world, making him one of the most influential ambassadors of the game today.


Land of Lisp

Land of Lisp
Author: Conrad Barski
Publisher: No Starch Press
Total Pages: 508
Release: 2010-10-15
Genre: Computers
ISBN: 1593272812

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Lisp has been hailed as the world’s most powerful programming language, but its cryptic syntax and academic reputation can be enough to scare off even experienced programmers. Those dark days are finally over—Land of Lisp brings the power of functional programming to the people! With his brilliantly quirky comics and out-of-this-world games, longtime Lisper Conrad Barski teaches you the mysteries of Common Lisp. You’ll start with the basics, like list manipulation, I/O, and recursion, then move on to more complex topics like macros, higher order programming, and domain-specific languages. Then, when your brain overheats, you can kick back with an action-packed comic book interlude! Along the way you’ll create (and play) games like Wizard Adventure, a text adventure with a whiskey-soaked twist, and Grand Theft Wumpus, the most violent version of Hunt the Wumpus the world has ever seen. You'll learn to: –Master the quirks of Lisp’s syntax and semantics –Write concise and elegant functional programs –Use macros, create domain-specific languages, and learn other advanced Lisp techniques –Create your own web server, and use it to play browser-based games –Put your Lisp skills to the test by writing brain-melting games like Dice of Doom and Orc Battle With Land of Lisp, the power of functional programming is yours to wield.


Realm of Racket

Realm of Racket
Author: Matthias Felleisen
Publisher: No Starch Press
Total Pages: 320
Release: 2013-06-13
Genre: Computers
ISBN: 1593274920

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Racket is a descendant of Lisp, a programming language renowned for its elegance, power, and challenging learning curve. But while Racket retains the functional goodness of Lisp, it was designed with beginning programmers in mind. Realm of Racket is your introduction to the Racket language. In Realm of Racket, you'll learn to program by creating increasingly complex games. Your journey begins with the Guess My Number game and coverage of some basic Racket etiquette. Next you'll dig into syntax and semantics, lists, structures, and conditionals, and learn to work with recursion and the GUI as you build the Robot Snake game. After that it's on to lambda and mutant structs (and an Orc Battle), and fancy loops and the Dice of Doom. Finally, you'll explore laziness, AI, distributed games, and the Hungry Henry game. As you progress through the games, chapter checkpoints and challenges help reinforce what you've learned. Offbeat comics keep things fun along the way. As you travel through the Racket realm, you'll: –Master the quirks of Racket's syntax and semantics –Learn to write concise and elegant functional programs –Create a graphical user interface using the 2htdp/image library –Create a server to handle true multiplayer games Realm of Racket is a lighthearted guide to some serious programming. Read it to see why Racketeers have so much fun!


Seven Games: A Human History

Seven Games: A Human History
Author: Oliver Roeder
Publisher: W. W. Norton & Company
Total Pages: 326
Release: 2022-01-25
Genre: History
ISBN: 1324003782

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A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.


How to Make a Video Game All By Yourself

How to Make a Video Game All By Yourself
Author: Matt Hackett
Publisher: Valadria
Total Pages: 141
Release: 2022-03-15
Genre: Self-Help
ISBN: 1736576208

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Unleash your creativity and bring your game ideas to life with How to Make a Video Game All By Yourself. Written by games industry veteran Matt Hackett, this inspirational and motivational guide takes you through the process of discovering your passion, picking the right game engine, and finding the fun in your unique game. Filled with advice, personal anecdotes, handmade illustrations, and quotes from renowned game developers, this book is the ultimate resource for creative folks looking to make their own video game. It’s a lean, practical guide that gives you the tough love and encouragement you need to ship your game! Let’s get started.


2/1 Game Force System

2/1 Game Force System
Author: Neil H. Timm PhD
Publisher: Trafford Publishing
Total Pages: 601
Release: 2020-10-27
Genre: Education
ISBN: 1698701675

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The 2/1 Game Force System is an improvement over the Standard American System that has been in effect and played by bridge players for many years. The advantage of the 2/1 System is that it allows the partnership to know that game is possible with only an initial single bid. This book is about bridge that incorporates conventions that allow partnership’s to reach game or slam. In this regard, I have incorporated modern methods for hand evaluation developed by Marty Bergen called the ADJUST-3 Method and Zar points, new bidding conventions like SARS (Shape Asking Relays after Stayman) and Quest transfers, and an overview of “Bridge Rules and Laws” that I hope will improve your approach to the bidding structure you may use today. Also included is the bidding structure are Bergen, Reverse Bergen, and Combined Bergen major suit raises, inverted minor suit raises with crisscross and flip-flop, cue bidding, modified scroll bids, and many more methods not used in Standard American or Precision. The bidding conventions in the previous editions have been enhanced, corrected, expanded upon, and reorganized with new ones added. Given the release of the new ACBL convention charts, the chapter with the modifications to Fantunes, in my prior edition, is no longer needed. Fantunes may now be played using the Open Convention Chart. The Mid-chart no longer exits. Hence, I have deleted the chapter and replaced it with a new chapter on Bridge Tips, and Agreements. New conventions include a Modern Splinter Bidding Convention, the Zirconia Convention, Unusual 2-level bids, Jump Transfer bids, a new Two-Way Check-back Convention, 1430 Modified Jacoby 2NT*, additional Bridge Rules with more examples, Four-Way Transfers with the range ask bid and more are included in this edition. Also included is an update of the Minorwood and the Roman Keycard Blackwood Conventions, Two-Way New Minor Forcing with modified Wolff Signoff bids and new bidding sequences using Mini/Weak Notrump. The topic of Offense to Defense Ratio (ODR) is included in this revision as well as expanded bidding sequences when opening and responding to the bid of 2 playing the 2/1 Game Force System and many new Bridge Rules have been added to Chapter 10. A copy of this book is on the web site www.bridgewebs.com/ocala. A hard copy is available from the publisher or from Amazon.com – search on neil timm.


Game Programming Patterns

Game Programming Patterns
Author: Robert Nystrom
Publisher: Genever Benning
Total Pages: 353
Release: 2014-11-03
Genre: Computers
ISBN: 0990582914

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The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.


Taming Gaming

Taming Gaming
Author: Andy Robertson
Publisher: Unbound Publishing
Total Pages: 379
Release: 2021-01-21
Genre: Games & Activities
ISBN: 1783528931

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Video games can instil amazing qualities in children – curiosity, resilience, patience and problem-solving to name a few – but with the World Health Organisation naming gaming disorder as a clinically diagnosable condition, parents and carers can worry about what video games are doing to their children. Andy Robertson has dealt with all of the above, not just over years of covering this topic fo newspapers, radio and television but as a father of three. In this guide, he offers parents and carers practical advice and insights – combining his own experiences with the latest research and guidance from psychologists, industry experts, schools and children's charities – alongside a treasure trove of 'gaming recipes' to test out in your family. Worrying about video game screen time, violence, expense and addiction is an understandable response to scary newspaper headlines. But with first-hand understanding of the video games your children love to play, you can anchor them as a healthy part of family life. Supported by the www.taminggaming.com Family Video Game Database, Taming Gaming leads you into doing this so that video games can stop being a point of argument, worry and stress and start providing fulfilling, connecting and ambitious experiences together as a family.


The Unofficial Guide to Game of Thrones

The Unofficial Guide to Game of Thrones
Author: Kim Renfro
Publisher: Atria Books
Total Pages: 384
Release: 2019-10-08
Genre: Performing Arts
ISBN: 1982116404

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The everything-you-missed, wanted-to-know-more-about, and can’t-get-enough guide to the Game of Thrones television series—from the first episode to the epic finale. Valar morghulis! Spanning every episode across all eight seasons, INSIDER’s entertainment correspondent Kim Renfro goes deep into how the show was made, why it became such a phenomenon and explores every detail you want to know. It’s the perfect book to look back at all you may have missed or to jump-start you on a second viewing of the whole series. As an entertainment correspondent, Renfro has covered the show’s premieres, broken down key details in scenes, explored characters’ histories, and interviewed the cast, directors, and crew. In this book, she sheds new light on the themes, storylines, character development, the meaning of the finale, and what you can expect next. Some of the questions answered here include: What was the Night King’s ultimate purpose? How did the show effect George R.R. Martin’s ability to finish the book series? Why were the final seasons shorter? Why did the direwolves get shortchanged? How were the fates of Jon Snow and Daenerys Targaryen foretold from the start? Was that really a bittersweet ending? Winter may have come and gone, but there is still plenty to discover and obsess over in this behind-the-scenes fan guide to the Game of Thrones HBO series.


Heads-Up Baseball

Heads-Up Baseball
Author: Ken Ravizza
Publisher: McGraw-Hill Education
Total Pages: 198
Release: 1995-06-01
Genre: Sports & Recreation
ISBN: 9781570280214

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"This book provides practical strategies for developing the mental skills which help speed you to your full potential."---Dave Winfield What does it mean to play heads-up baseball? A heads-up player has confidence in his ability, keeps control in pressure situations, and focuses on one pitch at a time. His mental skills enable him to play consistently at or near his best despite the adversity baseball presents each day. "My ability to fully focus on what I had to do on a daily basis was what made me the successful player I was. Sure I had some natural ability, but that only gets you so far. I think I learned how to focus; it wasn't something that I was necessarily born with." -- Hank Aaron "Developing and refining my mental game has played a critical role in my success in baseball. For years players have had to develop these skills on their own. This book provides practical strategies for developing the mental skills that will help speed you toward your full potential." -- Dave Winfield