Building Simcity


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Building SimCity


Building SimCity

Author: Chaim Gingold

language: en

Publisher: MIT Press

Release Date: 2024-06-04


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A deep dive into the trailblazing simulation game SimCity, situating it in the history of games, simulation, and computing. Building SimCity explores the history of computer simulation by chronicling one of the most influential simulation games ever made: SimCity. As author Chaim Gingold explains, Will Wright, the visionary designer behind the urban planning game, created SimCity in part to learn about cities, appropriating ideas from traditions in which computers are used as tools for modeling and thinking about the world as a complex system. As such, SimCity is a microcosm of the histories and cultures of computer simulation that engages with questions, themes, and representational techniques that reach back to the earliest computer simulations. Gingold uses SimCity to explore a web of interrelated topics in the history of technology, software, and simulation, taking us far and wide—from the dawn of programmable computers to miniature cities made of construction paper and role-play. An unprecedented history of Maxis, the company founded to bring SimCity to market, the book reveals Maxis’s complex relations with venture capitalists, Nintendo, and the Santa Fe Institute, which shaped the evolution of Will Wright’s career; Maxis’s failure to back The Sims to completion; and the company’s sale to Electronic Arts. A lavishly visual book, Building SimCity boasts a treasure trove of visual matter to help bring its wide-ranging subjects to life, including painstakingly crafted diagrams that explain SimCity’s operation, the Kodachrome photographs taken by Charles Eames of schoolchildren making model cities, and Nintendo’s manga-style “Dr. Wright” character design, just to name a few.

Building Information Modeling For Dummies


Building Information Modeling For Dummies

Author: Stefan Mordue

language: en

Publisher: John Wiley & Sons

Release Date: 2015-12-21


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Everything you need to make the most of building information modeling If you're looking to get involved in the world of BIM, but don't quite know where to start, Building Information Modeling For Dummies is your one-stop guide to collaborative building using one coherent system of computer models rather than as separate sets of drawings. Inside, you'll find an easy-to-follow introduction to BIM and hands-on guidance for understanding drivers for change, the benefits of BIM, requirements you need to get started, and where BIM is headed. The future of BIM is bright—it provides the industry with an increased understanding of predictability, improved efficiency, integration and coordination, less waste, and better value and quality. Additionally, the use of BIM goes beyond the planning and design phase of the project, extending throughout the building life cycle and supporting processes, including cost management, construction management, project management, and facility operation. Now heavily adopted in the U.S., Hong Kong, India, Singapore, France, Canada, and countless other countries, BIM is set to become a mandatory practice in building work in the UK, and this friendly guide gives you everything you need to make sense of it—fast. Demonstrates how BIM saves time and waste on site Shows you how the information generated from BIM leads to fewer errors on site Explains how BIM is based on data sets that describe objects virtually, mimicking the way they'll be handled physically in the real world Helps you grasp how the integration of BIM allows every stage of the life cycle to work together without data or process conflict Written by a team of well-known experts, this friendly, hands-on guide gets you up and running with BIM fast.

Too Much Fun


Too Much Fun

Author: Jesper Juul

language: en

Publisher: MIT Press

Release Date: 2024-12-10


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The surprising history of the Commodore 64, the best-selling home computer of the 1980s—the machine that taught the world that computing should be fun. The Commodore 64 (C64) is officially the best-selling desktop computer model of all time, according to The Guinness Book of World Records. It was also, from 1985 to 1993, the platform for which most video games were made. But while it sold at least twice as many units as other home computers of its time, like the Apple II, ZX Spectrum, or Commodore Amiga, it is strangely forgotten in many computer histories. In Too Much Fun, Jesper Juul argues that the C64 was so popular because it was so versatile, a machine developers and users would reinvent again and again over the course of 40 years. First it was a serious computer, next a game computer, then a computer for technical brilliance (graphical demos using the machine in seemingly impossible ways), then a struggling competitor, and finally a retro device whose limitations are now charming. The C64, Juul shows, has been ignored by history because it was too much fun. Richly illustrated in full color, this book is the first in-depth examination of the C64’s design and history, and the first to integrate US and European histories. With interviews of Commodore engineers and with its insightful look at C64 games, music, and software, from Summer Games to International Karate to Simons’ BASIC, Too Much Fun will appeal to those who used a Commodore 64, those interested in the history of computing and video games and computational literacy, or just those who wish their technological devices would last longer.