Tag Archives: game

The Hacker Playbook Practical Guide To Penetration 2014-P2P

Just as a professional athlete doesn’t show up without a solid game plan, ethical hackers, IT professionals, and security researchers should not be unprepared, either. The Hacker Playbook provides them their own game plans. Written by a longtime security professional and CEO of Secure Planet, LLC, this step-by-step guide to the “game” of penetration hacking features hands-on examples and helpful advice from the top of the field.Release name: The Hacker Playbook Practical Guide To Penetration 2014-P2P
Size: 26.1 MB
Format: PDF
Pages: 214
Link: Homepage | NTi

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2015 Computer and Internet Collection part 1 [PDF]-MiMESiS

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2015 Computer and Internet Collection part 1 [PDF]-MiMESiS
English | PDF | Ebooks Collection | All In One | 1.552 GB

2015 Computer and Internet Collection part 1 [PDF]-MiMESiS
Ebooks included

Addison-Wesley Ethics for the Information Age 6th (2015).pdf
Addison-Wesley Fundamentals of Web Development (2014).pdf
Apress Advanced Actionscript 3, Design Patterns 2nd (2015).pdf
Apress Beginning Apache Cassandra Development (2014).pdf
Apress Beginning Java 8 Games Development (2014).pdf
Apress Beginning Node,js (2014).pdf
Apress Beginning Photo Retouching and Restoration Using GIMP (2014).pdf
Apress Beginning RPG Maker VX Ace (2014).pdf
Apress Beginning SQL Server for Developers 4th (2015).pdf
Apress Beginning iPhone Development, Exploring the iOS SDK 7th (2014).pdf
Apress Big Data Made Easy, A Working Guide to the Complete Hadoop Toolset (2015).pdf
Apress Data Scientists at Work (2014).pdf
Apress Database Systems, A Pragmatic Approach (2014).pdf
Apress Disruption by Design, How to Create Products that Disrupt and then Dominate Markets (2014).pdf
Apress Everyday Computing with Windows 8.1 (2015).pdf
Apress Exporting Essentials, Selling Products and Services to the World Successfully (2014).pdf
Apress Express.js Deep API Reference (2014).pdf
Apress Financial Ratios for Executives, How to Assess Company Strength Fix Problems and Make Better Decisions (2015).pdf
Apress Learn SpriteBuilder for iOS Game Development (2014).pdf
Apress Learn iOS 8 App Development 2nd (2014).pdf
Apress MATLAB Graphical Programming (2014).pdf
Apress PHP Solutions, Dynamic Web Design Made Easy 3rd (2014).pdf
Apress Planning and Designing Effective Metrics (2015).pdf
Apress Practical Hadoop Security (2014).pdf
Apress Practical Linux Infrastructure (2015).pdf
Apress Practical Neo4j (2014).pdf
Apress Practical Salesforce.com Development without Code, Customizing Salesforce on the Force.com Platform (2015).pdf
Apress Pro Exchange 2013 SP1 PowerShell Administration, For Exchange On-Premises and Office 365 (2014).pdf
Apress Pro Express.js (2014).pdf
Apress Pro Office for iPad, How to Be Productive with Office for iPad (2014).pdf
Apress Pro Python 2nd (2014).pdf
Apress Pro iOS Persistence, Using Core Data (2014).pdf
Apress R Recipes, A Problem-Solution Approach (2014).pdf
Apress Ruby Quick Syntax Reference (2014).pdf
Apress SQL Server Integration Service Design Patterns 2nd (2014).pdf
Apress SQL Server Integration Services Design Patterns 2nd (2014).pdf
Apress Software Engineering, A Methodical Approach (2014).pdf
Apress Success in Programming, How to Gain Recognition Power and Influence through Personal Branding (2014).pdf
Apress Swift for Absolute Beginners (2015).pdf
Apress Swing for Jython, Graphical Jython UI and Scripts Development using Java Swing and WebSphere Application Server (2015).pdf
Apress Tax Insight, For Tax Year 2014 and Beyond 3rd (2015).pdf
Apress The Basics of Financial Modeling (2015).pdf
Apress The Community Manager's Playbook, How to Build Brand Awareness and Customer Engagement (2015).pdf
Apress The Manager's Guide to Web Application Security, A Concise Guide to the Weaker Side of the Web (2014).pdf
Apress The Profitable Supply Chain, A Practitioner's Guide (2015).pdf
Apress Transitioning to Swift (2014).pdf
Apress Trust-Based Selling, Finding and Keeping Customers for Life (2015).pdf
Apress University Startups and Spin-Offs, Guide for Entrepreneurs in Academia (2015).pdf
Apress Valuing and Selling Your Business, A Quick Guide to Cashing In (2014).pdf
Apress Visio Services Quick Guide, Using Visio with Sharepoint 2013 and Office 365 (2015).pdf
Apress Web Programming with Dart (2015).pdf
Apress Web Standards, Mastering HTML5 CSS3 and XML 2nd (2014).pdf
Butterworth-Heinemann Surveillance and Threat Detection, Prevention versus Mitigation (2014).pdf
Imperial College Press Computational Intelligence Applications in Smart Grids (2015).pdf
No Starch Press Android Security Internals, An In-Depth Guide to Android's Security Architecture (2015).pdf
No Starch Press Bitcoin for the Befuddled (2015).pdf
No Starch Press Black Hat Python, Python Programming for Hackers and Pentesters (2014).pdf
No Starch Press Build Your Own Website, A Comic Guide to HTML CSS and WordPress (2014).pdf
No Starch Press Eloquent javascript, A Modern Introduction to Programming 2d (2015).pdf
No Starch Press How Linux Works, What Every Superuser Should Know 2nd (2015).pdf
No Starch Press javascript for Kids, A Playful Introduction to Programming (2015).pdf
No Starch Press Lauren Ipsum, A Story about Computer Science and Other Improbable Things (2015).pdf
No Starch Press Rails Crash Course, A No-Nonsense Guide to Rails Development (2015).pdf
No Starch Press Ruby Wizardry, An Introduction to Programming for Kids (2015).pdf
No Starch Press The Book of CSS3, A Developer's Guide to the Future of Web Design 2nd (2015).pdf
No Starch Press The Book of PF, A No-Nonsense Guide to the OpenBSD Firewall 3rd (2015).pdf
No Starch Press The LEGO MINDSTORMS EV3 Idea Book, 181 Simple Machines and Clever Contraptions (2015).pdf
OReilly App Inventor 2, Create Your Own Android Apps (2015).pdf
OReilly Designing for Performance, Weighing Aesthetics and Speed (2015).pdf
OReilly Introducing iOS 8 (2015).pdf
OReilly Learning Agile (2015).pdf
OReilly Learning PHP MySQL and javascript, With jQuery CSS and HTML5 4th (2015).pdf
OReilly Mastering Bitcoin, Unlocking Digital Crypto-Currencies (2015).pdf
OReilly Mobile and Web Messaging (2014).pdf
OReilly Python for Finance, Analyze Big Financial Data (2014).pdf
OReilly Python for Finance, Analyze Big Financial Data (2015).pdf
OReilly Thoughtful Machine Learning (2015).pdf
OReilly iOS 8 Swift Programming Cookbook (2015).pdf
OReilly iPhone, The Missing Manual 8th (2014).pdf
Packt Publishing Blender 3D Basics, Beginner's Guide 2nd (2014).pdf
Packt Publishing Building Mapping Applications with QGIS (2014).pdf
Packt Publishing Building Web Applications with ArcGIS (2014).pdf
Packt Publishing Cassandra High Availability (2014).pdf
Packt Publishing CentOS System Administration Essentials (2014).pdf
Packt Publishing Flask Framework Cookbook (2014).pdf
Packt Publishing HBase Essentials (2014).pdf
Packt Publishing IPython Notebook Essentials (2014).pdf
Packt Publishing Java EE 7 Development with WildFly 2nd (2014).pdf
Packt Publishing javascript Security (2014).pdf
Packt Publishing Learning Alfresco Web Scripts (2014).pdf
Packt Publishing Learning AngularJS Animations (2014).pdf
Packt Publishing Learning AngularJS for .NET Developers (2014).pdf
Packt Publishing Learning Informatica PowerCenter 9.x (2014).pdf
Packt Publishing Learning Neo4j (2014).pdf
Packt Publishing Mastering javascript Design Patterns (2014).pdf
Packt Publishing OpenVZ Essentials (2014).pdf
Packt Publishing Penetration Testing with Perl (2014).pdf
Packt Publishing Puppet Essentials (2014).pdf
Packt Publishing Unity Game Development Blueprints (2014).pdf
Packt Publishing Web App Testing Using Knockout.JS (2014).pdf
Packt Publishing Web Application Development with Yii 2 and PHP 3rd (2014).pdf
Packt Publishing WebRTC Integrator's Guide (2014).pdf
Packt Publishing Yii Project Blueprints (2014).pdf
Packt Publishing scikit-learn Cookbook (2014).pdf
Pearson Education Publishing Logic and Computer Design Fundamentals 4th International Edition (2014).pdf
Pragmatic Bookshelf Publishing Metaprogramming Ruby 2, Program Like the Ruby Pros (2014).pdf
Springer Publishing Agile, The Good the Hype and the Ugly (2014).pdf
Springer Publishing Artificial General Intelligence, 7th International Conference AGI 2014 Quebec City Canada (2014).pdf
Springer Publishing Audio Watermark, A Comprehensive Foundation Using MATLAB (2015).pdf
Sybex CWNA, Certified Wireless Network Administrator Official Study Guide Exam CWNA-106 4th (2014).pdf
Wiley About Face, The Essentials of Interaction Design 4th (2014).pdf
Wiley Architecting the Cloud, Design Decision for Cloud Computing Service Models SaaS PaaS and IaaS (2014).pdf
Wiley Google BigQuery Analytics (2014).pdf
Wiley Java All-in-One for Dummies 4th (2014).pdf
Wiley javascript and JQuery, Interactive Front-End Web Development (2014).pdf
Wiley Lean Auditing, Driving Added Value and Efficiency in Internal Audit (2015).pdf
Wiley The Art of Memory Forensics, Detecting Malware and Threats in Windows Linux and Mac Memory (2014).pdf
Wiley iPad mini for Dummies 3rd (2015).pdf
Wrox Press Professional WordPress, Design and Development 3rd (2015).pdf
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The Uncanny Valley in Games and Animation

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The Uncanny Valley in Games and Animation by Angela Tinwell
2014 | ISBN: 146658694X | English | 236 pages | PDF | 11 MB

The Uncanny Valley in Games and Animation
Advances in technology have enabled animators and video game designers to design increasingly realistic, human-like characters in animation and games. Although it was intended that this increased realism would allow viewers to appreciate the emotional state of characters, research has shown that audiences often have a negative reaction as the human likeness of a character increases. This phenomenon, known as the Uncanny Valley, has become a benchmark for measuring if a character is believably realistic and authentically human like. This book is an essential guide on how to overcome the Uncanny Valley phenomenon when designing human-like characters in digital applications.

In this book, the author provides a synopsis of literature about the Uncanny Valley phenomenon and explains how it was introduced into contemporary thought. She then presents her theories on its possible psychological causes based on a series of empirical studies. The book focuses on how aspects of facial expression and speech can be manipulated to overcome the Uncanny Valley in character design.

presents a novel theory that goes beyond previous research in that the cause of the Uncanny Valley is based on a perceived lack of empathy in a character. This book makes an original, scholarly contribution to our current understanding of the Uncanny Valley phenomenon and fills a gap in the literature by assessing the biological and social roots of the Uncanny Valley and its implications for computer-graphics animation.
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UNBORED Games: Serious Fun for Everyone

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UNBORED Games: Serious Fun for Everyone by Elizabeth Foy Larsen, Joshua Glenn
2014 | ISBN: 162040706X | English | 176 pages | EPUB | 67 MB

UNBORED Games: Serious Fun for Everyone
UNBORED Games has all the smarts, creativity, and DIY spirit of the original UNBORED ("It's a book! It's a guide! It's a way of life!" -Los Angeles Magazine), but with a laser-like focus on the activities we do for pure fun: to while away a rainy day, to test our skills and stretch our imaginations-games. There are more than seventy games here, 50 of them all new, plus many more recommendations, and they cover the full gambit, from old-fashioned favorites to today's high-tech games. The book offers a gold mine of creative, constructive fun: intricate clapping games, bike rodeo, Google Earth challenges, croquet golf, capture the flag, and the best ever apps to play with Grandma, to name only a handful. Gaming is a whole culture for kids to explore, and the book will be complete with gaming history and interviews with awesome game designers. The lessons here: all games can be self-customized, or hacked. You can even make up your own games. Some could even change the world.

The original UNBORED has taken its place as a much beloved, distinctly contemporary family brand. UNBORED Games extends the franchise — to be followed by UNBORED Adventure — in a new handy flexibound format, illustrated in full color throughout. Soon, there will be a whole shelf of serious fun the whole family can enjoy indoors, outdoors, online and offline.
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Blood and Violence in Early Modern France

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Stuart Carroll "Blood and Violence in Early Modern France"
Oxford University Press | 2006-07-03 | ISBN: 0199290458 | 384 pages | PDF | 5 MB

Blood and Violence in Early Modern France
The rise of civilized conduct and behaviour has long been seen as one of the major factors in the transformation from medieval to modern society. Thinkers and historians alike argue that violence progressively declined as men learned to control their emotions. The feud is a phenomenon associated with backward societies, and in the West duelling codified behaviour and channelled aggression into ritualised combats that satisfied honour without the shedding of blood. French manners and codes of civility laid the foundations of civilized Western values. But as this original work of archival research shows we continue to romanticize violence in the era of the swashbuckling swordsman. In France, thousands of men died in duels in which the rules of the game were regularly flouted. Many duels were in fact mini-battles and must be seen not as a replacement of the blood feud, but as a continuation of vengeance-taking in a much bloodier form. This book outlines the nature of feuding in France and its intensification in the wake of the Protestant Reformation, civil war and dynastic weakness, and considers the solutions proposed by thinkers from Montaigne to Hobbes. The creation of the largest standing army in Europe since the Romans was one such solution, but the militarization of society, a model adopted throughout Europe, reveals the darker side of the civilizing process.
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Play Matters

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Play Matters (Playful Thinking series) by Miguel Sicart
2014 | ISBN: 0262027925 | English | 176 pages | PDF | 7 MB

Play Matters
What do we think about when we think about play? A pastime? Games? Childish activities? The opposite of work? Think again: If we are happy and well rested, we may approach even our daily tasks in a playful way, taking the attitude of play without the activity of play. So what, then, is play? In , Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human. We play games, but we also play with toys, on playgrounds, with technologies and design. Sicart proposes a theory of play that doesn't derive from a particular object or activity but is a portable tool for being–not tied to objects but brought by people to the complex interactions that form their daily lives. It is not separated from reality; it is part of it. It is pleasurable, but not necessarily fun. Play can be dangerous, addictive, and destructive. Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play — instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty, the aesthetics of play through action; political play — from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well.
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Game Design Companion: A Critical Analysis of Wario Land 4

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Game Design Companion: A Critical Analysis of Wario Land 4 by Daniel Johnson
English | 2014 | ASIN: B00HZNS6JW | 769 pages | PDF | 18 MB

Game Design Companion: A Critical Analysis of Wario Land 4
Cover illustration: Harry Plane (harryplaneillustration.com)

takes under-appreciated gaming gem, Wario Land 4 (2001) for the GameBoy Advance, and splays the meat and bones of videogame design and structure across nearly 600 pages to understand their influence on player experience.

Author Daniel Johnson, in a radical departure from contemporary videogames discussion, examines Wario Land 4 in its totality—including mechanics, psychology, education, level design, and game feel—calling on evidence-based analysis to understand the player’s subjective reactions to videogames.

is essential reading for fans of Nintendo, side-scrolling platformers and retro videogames, curious players looking to better understand the games they play, and provides games designers a new approach for discussing their craft.
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Frommer’s Los Angeles 2006

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Frommer's Los Angeles 2006 By Matthew Richard Poole
Publisher: Frommer's 2005 | 338 Pages | ISBN: 0764595938 | PDF | 4 MB

Frommer’s Los Angeles 2006
Completely updated every year (unlike most of the competition), features gorgeous full-color photos of the sights and experiences that await you in the City of Angels. We give you insider tips on ocean-view dining, celebrity spotting, power shopping, and bargain hunting–plus how to become a game show contestant, where to go for surfing lessons, where to enter a karaoke contest, and where to find kid-friendly attractions and restaurants. We also cover side trips to Long Beach, the Orange Coast, Santa Catalina Island, Palm Springs, and Santa Barbara.
You'll travel LA (and beyond) like a pro with our candid recommendations and planning advice. Also included are accurate regional and town maps (including an illustrated map of the Sunset Strip), up-to-date advice on finding the best package deals, a free color fold-out map, and an online directory that makes trip-planning a snap.
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Beginning 3D Game Development with Unity: All-in-one, Multi-platform Game Development

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Beginning 3D Game Development with Unity: All-in-one, Multi-platform Game Development By Sue Blackman
Publisher: Apr..ess 2011 | 992 Pages | ISBN: 1430234229 | EPUB | 39 MB

Beginning 3D Game Development with Unity: All-in-one, Multi-platform Game Development
Beginning 3D Game Development with Unity is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production.

This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create casual interactive adventure games in the style of Telltale's Tales of Monkey Island, while also giving you a firm foundation in game logic and design.
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Beginning 3D Game Development with Unity: All-in-one, Multi-platform Game Development

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Beginning 3D Game Development with Unity: All-in-one, Multi-platform Game Development By Sue Blackman
Publisher: Apr..ess 2011 | 992 Pages | ISBN: 1430234229 | EPUB | 39 MB

Beginning 3D Game Development with Unity: All-in-one, Multi-platform Game Development
Beginning 3D Game Development with Unity is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production.

This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create casual interactive adventure games in the style of Telltale's Tales of Monkey Island, while also giving you a firm foundation in game logic and design.
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