Assembling a framework derived from Borges, T. S. Eliot, and Louis Sullivan, D2A reflects on current architectural works as they illuminate the past and present, demonstrating digital architecture's position in a historical continuum.
D2A surveys analog and digital conceptualization, visualization, and production as they relate to architecture and design -- the generation and transference of design ideas, the recognition of computer-aided visualization (CAV), the placeness of digital space, and the developing relationship of computer-aided manufacturing (CAM) to architecture.
Presenting Gehry and the historic Catalan architect, Jujol, in a fictional exchange, D2A next observes Miralles, Calatrava, Vasulka, and Ito as pioneers across the turn of the 20th into the 21st century as well as across the digital divide. D2A then concentrates on architects who formulate digital strategies based on differing qualities and capabilities of software, thereby illustrating conditions from which digital architecture emerges.
Looking to current research -- including a view to e-space and online worlds as they emerge electronically in game space and physically in places such as Las Vegas, D2A focuses on architecture and research that bypasses traditional means of conceptualization and production to visualize and produce projects electronically, as seeded by technology, science, expropriated history, and new as well as established theory.
D2A closes with a series of 11 case studies contemplating architects Duncan Brown, Greg Lynn, Objectile, and Marcos Novak as creators whose partnerships with electronics seek to designate e-space as a site of new architecture, a new workplace for full productionand/or new philosophical understanding of place, building, visualization, and design.
Retro Game Programming: Unleashed for the Masses
"Retro Game Programming" is the gateway to the inner sanctums of game programming, past and present. It is designed to make retro game programming easy for anyone to learn. The staggering advances from the arcade games of yesterday to today's realistic computer games may seem daunting. When you conquer the underlying principles of retro game programming, however, you are on your way to understanding the complexities of modern game programming?by mastering the past, you are more likely to understand the present. The machines studied in this book are a part of a great legacy that began the journey leading us to the mind-blowing capabilities of today's computers. By studying the programming concepts used to create these classic games you will develop solid programming techniques that you can apply to more modern machines and software.
Retro Game Programming: Unleashed for the Masses
Software > Retro Game Programming: Unleashed for the Masses
Panasonic PV-GS29 MiniDV Camcorder
| Key Features & Benefits: | ||
| Widely supported by video editing and video effects software; camcorder may also be connected to a TV for easy display or to a VCR for copying | ||