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Retrogame Archeology : Exploring Old Computer Games / by John Aycock

By: Aycock, John Daniel, (1970-)
Contributor(s): SpringerLink (Online service)
Material type: materialTypeLabelE-bookPublisher: Cham : Springer International Publishing, 2016Description: 1 recurso en línea (XIX, 222 p.) : 172 ilustraciones, 20 ilustraciones en color.ISBN: 9783319300047.Subject: Videojuegos | MultimediaDDC classification: 005.11 Online resources: Acceso a este recurso digital (usuarios Universidad Europea de Madrid)Digital Resources
Contents:
Introduction -- Memory Management -- Slow, Wildly Incompatible I/O -- Interpreters -- Data Compression -- Procedural Content Generation -- Protection -- Obfuscation and Optimization -- Endgame.
Abstract: 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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Holdings
Item type Current library Collection Call number Copy number Status Date due Barcode Item holds
LIBRO-E NO PRÉSTAMO LIBRO-E NO PRÉSTAMO Madrid Digital Acceso Electrónico (UEM) Actividad Física y Deporte GV1469.15 .A93 2016 EB (Browse shelf(Opens below)) .i11592539 Acceso electrónico eBOOK .i11592539
Total holds: 0

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. .

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