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The Facts on File Geometry Handbook (revised edition)

FREEDownload : The Facts on File Geometry Handbook (revised edition)


Catherine A. Gorini – The Facts on File Geometry Handbook (revised edition)

Published: 2009-07-01 | ISBN: 0816073899 | PDF | 342 pages | 3 MB

The Facts on File Geometry Handbook (revised edition)
Like other areas of mathematics, geometry is a continually growing and evolving field. Computers, technology, and the sciences drive many new discoveries in mathematics. For geometry, the areas of quantum computers, computer graphics, nanotechnology, crystallography, and theoretical physics have been particularly relevant in the past few years. There have been considerable developments in the field of geometry since the first edition of "The Facts On File Geometry Handbook" was published. An ideal primer for middle and high school students on the subject of geometry, this revised edition highlights new developments while expanding on the material in the first edition. More than 300 new glossary terms have been added as well as new biographies, events, charts, tables, theorems, and photographs and line illustrations. New and revised entries include: Algebraic equation; Calipers; Coloring; Devil's pitchfork; Hausdorff distance; John Hubbard; Isometric perspective; Gottfried Wilhelm Leibniz; Magic square; Monstrous Moonshine Madness; Isaac Newton; Grigory Perelman; Root snail; School Mathematics Study Group (SMSG); Sudoku square; Wheel of Theodorus; and, Windmill Theorem.
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Gamers at Work: Stories Behind the Games People Play [Repost]

Morgan Ramsay – Gamers at Work: Stories Behind the Games People Play
Published: 2012-02-08 | ISBN: 1430233516 | EPUB + MOBI | 356 pages | 3 MB

There are few companies in the video-game industry that have withstood the test of time; most startups exit as quickly as they enter. In Gamers at Work: Stories Behind the Games People Play, the countless challenges of building successful video-game developers and publishers in this unstable industry are explored through interviews containing entertaining stories, humorous anecdotes, and lessons learned the hard way.
Gamers at Work presents an inside look at how 18 industry leaders play the odds, seize opportunities, and transform small businesses into great businesses. Here, in Gamers at Work, you will find their stories replete with their personal struggles, corporate intrigue, and insights into strategy, leadership, and management.
Gamers at Work:
Explores the formation of entertainment software companies from the perspectives of successful founders who played the odds
Provides insight into why experienced professionals sacrifice the comfort of gainful employment for the uncertainty and risk of the startup
Shares the experiences and lessons that shape the lives, decisions, and struggles of entrepreneurs in this volatile business
Featured Entrepreneurs:
Trip Hawkins, Electronic Arts (Madden NFL)
Nolan Bushnell, Atari (Pong)
Wild Bill Stealey, MicroProse Software (Sid Meier's Civilization)
Tony Goodman, Ensemble Studios (Age of Empires)
Feargus Urquhart, Obsidian Entertainment (Star Wars: Knights of the Old Republic II)
Tim Cain, Troika Games (Arcanum, Vampire: The Masquerade–Bloodlines)
Warren Spector, Junction Point Studios (Disney Epic Mickey)
Doug and Gary Carlston, Broderbund Software (Prince of Persia, Carmen Sandiego)
Don Daglow, Stormfront Studios (Neverwinter Nights, Tony La Russa Baseball)
John Smedley, Verant Interactive (EverQuest, PlanetSide)
Ken Williams, Sierra On-Line (King's Quest, Leisure Suit Larry)
Lorne Lanning, Oddworld Inhabitants (Oddworld)
Chris Ulm, Appy Entertainment (FaceFighter, Trucks & Skulls)
Tobi Saulnier, 1st Playable (Kung Zhu, Yogi Bear)
Christopher Weaver, Bethesda Softworks (The Elder Scrolls)
Jason Rubin, Naughty Dog (Crash Bandicoot, Jak and Daxter)
Ted Price, Insomniac Games (Spyro, Ratchet & Clank)

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