game in white papers
Unraveling the 64-Bit Battle
White Paper When Microsoft announced that it would build native 64-bit versions of Windows to support AMD's x86, 64-bit Opteron, and Athlon 64 processors, it put AMD back in the game. Intel responded with plans to extend its own... [25 Jun 2009]
WiPS: Location and Motion Sensing Technique of IEEE 802.11 Devices
White Paper The paper performs an experiment called a flag game, in which the person raises and lowers the PDA held in each hand. For increasing needs of positioning technology, easy and simple indoor positioning system is desired. [25 Jun 2009]
Vodafone - Picking the Right Team
White Paper The convergence of telecoms with IT means service provision has become a team game. Choosing a supplier in any young industry is always difficult - does one go for a star innovator, a low cost operator or someone who's... [25 Jun 2009]
MSDN Webcast: MechCommander 2 Mods (Part 3 of 3) (Level 100)
White Paper The attendee of this webcast will learn how the Microsoft MechCommander 2 game development team put the game together from inception to final shipment. This webcast covers topics such as the design... [25 Jun 2009]
MSDN Webcast: MechCommander 2 Mods (Part 2 of 3) (Level 100)
White Paper This webcast offers an overview of the tools used to create the Microsoft MechCommander 2 game, including the Microsoft XNA development platform components used by the MechCommander 2 build system. The attendee will find... [25 Jun 2009]
The Use of MUPPETS in an Introductory Java Programming Course
White Paper This multi-user environment is designed to allow students to develop visible 3D objects in Java within a game-world environment with minimal knowledge of graphics programming. "The Multi-User Programming Pedagogy for... [25 Jun 2009]
Expressive AI: Games and Artificial Intelligence
White Paper Off late, as dramatic increases in graphic sophistication began yielding diminishing returns, the technical focus in game design has been turning towards Artificial Intelligence (AI). While game AI might... [25 Jun 2009]
Mogemoge: A Programming Language Based on Join Tokens
White Paper In the video game software industry, scripting languages have been utilized to alleviate the complexity of game development. Those languages help game designers to write and modify... [25 Jun 2009]
MSDN Webcast: Game Play (Part 9 of 11) (Level 200)
White Paper In this webcast, attendees are introduced to game play tuning elements for the project, including character game variables such as lives and speed, and also enemy variables such as respawning and speed. [25 Jun 2009]
MSDN Webcast: Gaming and Miscellaneous Effects (Part 11 of 11) (Level 200)
White Paper The focus is also on handling the miscellaneous effects in the game. This webcast provides an introduction to effects used in games including blending, shadows, lighting, and sound. The webcast provides a basic... [25 Jun 2009]
MSDN Webcast: Understanding and Handling Collisions (Part 6 of 11) (Level 200)
White Paper This particular webcast explains how to handle object/background and object/object collision in the game. The presenter of this webcast provides a basic understanding of how to create three-dimensional (3-D) games. [25 Jun 2009]
Flux: A Language for Programming High-Performance Servers
White Paper They have built a number of servers in Flux, including a web server with PHP support, an image-rendering server, a BitTorrent peer, and a game server. Programming high-performance server applications is challenging: it... [25 Jun 2009]
MSDN Webcast: Overview of Game Development Process (Level 100)
White Paper Beginning with an introduction to game programming concepts such as game loops and main game components, then it examine the basic elements of working within the Microsoft Visual C#... [25 Jun 2009]
Enabling Security in the Software Development Lifecycle
White Paper Meanwhile, new vulnerabilities continue to be found, making the game of catch-up never-ending. New security vulnerabilities are found almost daily. When they are, the affected software must be retrofitted with an... [25 Jun 2009]
Bandwidth Requirement and State Consistency in Three Multiplayer Game Architectures
White Paper Multiplayer games become increasingly popular, mostly because they involve interaction among humans. Typically, multiplayer games are organized based on a Client-Server (CS) or a Peer-to-Peer (PP) architecture. [25 Jun 2009]
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