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games with jiggle physics: EA Sports FIFA Raiford Guins, Henry Lowood, Carlin Wing, 2022-07-14 If there is anything close to a universal game, it is association football, also known as soccer, football, fussball, fútbol, fitba, and futebol. The game has now moved from the physical to the digital - EA's football simulation series FIFA - with profound impacts on the multibillion sports and digital game industries, their cultures and players. Throughout its development history, EA's FIFA has managed to adapt to and adopt almost all video game industry trends, becoming an assemblage of game types and technologies that is in itself a multi-faceted probe of the medium's culture, history, and technology. EA Sports FIFA: Feeling the Game is the first scholarly book to address the importance of EA's FIFA. From looking at the cultures of fandom to analyzing the technical elements of the sports simulation, and covering the complicated relations that EA's FIFA has with gender, embodiment, and masculinity, this collection provides a comprehensive understanding of a video game series that is changing the way the most popular sport in the world is experienced. In doing so, the book serves as a reference text for scholars in many disciplines, including game studies, sociology of sports, history of games, and sports research. |
games with jiggle physics: Game Changers Dan Golding, Leena Van Deventer, 2016-03-01 The videogame scene has evolved from the hobby of boys in bedrooms to a popular pastime for anyone with a smartphone. Many of the old guard resent this mainstreaming of games culture - and they've been anything but welcoming. These trolls have created a climate of fear by abusing and harassing women, minorities and anyone who has dared to speak out against misogyny and other problems in the boys' club industry. Game Changers puts these conflicts under the microscope, in Australia and overseas. The book features exclusive interviews with many key figures working to make the videogame world a safe space, including Anita Sarkeesian and Zoë Quinn, two of the women at the centre of the Gamergate abuse. In 2015, they were asked by the United Nations to lead a panel discussion on the 'rising tide of online violence against women and girls'. Authors Dan Golding and Leena van Deventer use their extensive experience in the videogame industry, both as players and professionals, to examine how games culture is growing, diversifying and changing for the better. |
games with jiggle physics: Game Physics Pearls Gino van den Bergen, Dirk Gregorius, 2010-07-23 Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics, physics, and software engineering. This book is a gems-like collection of practical articles in the area of game physics. Each provides hands-on detail that can be used in practical |
games with jiggle physics: Computer Games and New Media Cultures Johannes Fromme, Alexander Unger, 2012-06-14 Digital gaming is today a significant economic phenomenon as well as being an intrinsic part of a convergent media culture in postmodern societies. Its ubiquity, as well as the sheer volume of hours young people spend gaming, should make it ripe for urgent academic enquiry, yet the subject was a research backwater until the turn of the millennium. Even today, as tens of millions of young people spend their waking hours manipulating avatars and gaming characters on computer screens, the subject is still treated with scepticism in some academic circles. This handbook aims to reflect the relevance and value of studying digital games, now the subject of a growing number of studies, surveys, conferences and publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and cultural relevance of gaming. In doing so, they provide an alternative perspective to one-dimensional studies of gaming, whose agendas do not include cultural factors. The contributions, which range from theoretical approaches to empirical studies, cover various topics including analyses of games themselves, the player-game interaction, and the social context of gaming. In addition, the educational aspects of games and gaming are treated in a discrete section. With material on non-commercial gaming trends such as ‘modding’, and a multinational group of authors from eleven nations, the handbook is a vital publication demonstrating that new media cultures are far more complex and diverse than commonly assumed in a debate dominated by concerns over violent content. |
games with jiggle physics: Player and Avatar David Owen, 2017-06-19 Do you make small leaps in your chair while attempting challenging jumps in Tomb Raider? Do you say Ouch! when a giant hits you with a club in Skyrim? Have you had dreams of being inside the underwater city of Rapture? Videogames cast the player as protagonist in an unfolding narrative. Like actors in front of a camera, gamers' proprioception, or body awareness, can extend to onscreen characters, thus placing them physically within the virtual world. Players may even identify with characters' ideological motivations. The author explores concepts central to the design and enjoyment of videogames--affect, immersion, liveness, presence, agency, narrative, ideology and the player's virtual surrogate: the avatar. Gamer and avatar are analyzed as a cybernetic coupling that suggests fulfillment of Atonin Artaud's vision of the body without organs. |
games with jiggle physics: Things I Learned from Mario's Butt Laura Kate Dale, 2021-02-04 Have you ever wondered why some video game characters wear trousers and others don’t? Or pondered the connection between a character’s toned, muscular derrière and their level of dexterity? What about the depth of a crack, the jiggle of a cheek? When it comes to video game character designs, one of the most overlooked aspects is the buttocks. Sure, we might appreciate a nice toned butt on a character or giggle at GIFs of farts from time to time, but how often do we stop to really think about the meaning of the butt? In Things I Learned from Mario’s Butt, video game critic Laura Kate Dale brings backsides to the foreground, analysing dozens of posteriors and asking the important questions: Has Mario let himself go? Do Link’s small buttocks hold him back? When he dies, is Pac-Man eaten by his own caboose? Wedged full of original artwork by Zack Flavin, and featuring interviews with game developers and guest butt reviews from gaming favourites such as Jim Sterling, Stuart Ashen, Brentalfloss and more, this book is a deep dive into why butts are downright integral to the games we play. So, crack it open and have a cheeky look inside at some of the most interesting bottoms the world of video games has to offer. |
games with jiggle physics: Fuck Yeah, Video Games Daniel Hardcastle, 2019-09-19 'A labour of undiluted love and enthusiasm' Daily Telegraph As Daniel Hardcastle careers towards thirty, he looks back on what has really made him happy in life: the friends, the romances... the video games. Told through encounters with the most remarkable – and the most mind-boggling – games of the last thirty-odd years, Fuck Yeah, Video Games is also a love letter to the greatest hobby in the world. From God of War to Tomb Raider, Pokémon to The Sims, Daniel relives each game with countless in-jokes, obscure references and his signature wit, as well as intricate, original illustrations by Rebecca Maughan. Alongside this march of merriment are chapters dedicated to the hardware behind the games: a veritable history of Sony, Nintendo, Sega and Atari consoles. Joyous, absurd, personal and at times sweary, Daniel's memoir is a celebration of the sheer brilliance of video games. |
games with jiggle physics: Women in Classical Video Games Jane Draycott, Kate Cook, 2022-08-11 Despite the prevalence of video games set in or inspired by classical antiquity, the medium has to date remained markedly understudied in the disciplines of classics and ancient history, with the role of women in these video games especially neglected. Women in Classical Video Games seeks to address this imbalance as the first book-length work of scholarship to examine the depiction of women in video games set in classical antiquity. The volume surveys the history of women in these games and the range of figures presented from the 1980s to the present, alongside discussion of issues such as historical accuracy, authenticity, gender, sexuality, monstrosity, hegemony, race and ethnicity, and the use of tropes. A wide range of games of different types and modes are discussed, including platformers, strategy games , roguelikes, MOBA, action RPGs, and story-driven romance mobile games. The detailed case studies presented here form a compelling case for the indispensability of the medium to both reception studies and gender studies, and offer nuanced answers to such questions as how and why women are portrayed in the ways that they are. |
games with jiggle physics: AI for Games, Third Edition Ian Millington, 2019-03-18 AI is an integral part of every video game. This book helps professionals keep up with the constantly evolving technological advances in the fast growing game industry and equips students with up-to-date information they need to jumpstart their careers. This revised and updated Third Edition includes new techniques, algorithms, data structures and representations needed to create powerful AI in games. Key Features A comprehensive professional tutorial and reference to implement true AI in games Includes new exercises so readers can test their comprehension and understanding of the concepts and practices presented Revised and updated to cover new techniques and advances in AI Walks the reader through the entire game AI development process |
games with jiggle physics: GameAxis Unwired , 2006-12 GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know. |
games with jiggle physics: Strike the Blood, Vol. 11 (light novel) Gakuto Mikumo, 2019-01-22 WHEN ALLIES BECOME ENEMIES, WHO CAN YOU TRUST?New Year's Day is right around the corner on Itogami Island, and everyone is getting ready to celebrate! ...Well, almost everyone. Nagisa, off on a trip to the mainland to visit her grandmother, hasn't been returning any calls or texts. Equally troubling is Yukina's sudden and complete loss of contact with the Lion King Agency. When Kojou and Yukina's frantic attempts to find answers reveal evidence of a magical incident, Kojou decides to risk everything and travel to the mainland to find Nagisa himself. But in his most desperate hour, an unexpected adversary stands in his way... |
games with jiggle physics: Epiphanies, Theories, and Downright Good Thoughts...Made While Playing Video Games J.C.L. Faltot, 2012 A lot of people play video games. A lot of people think they have good, even great, ideas. So what happens when these two worlds collide? Well, Epiphanies, Theories, and Downright Good Thoughts... tries to answer these questions for us. The video game industry has boomed into a monster of the consumer market and though we may not realize it, this unstoppable machine has left a fingerprint on the generation that has grown up playing them. And by fingerprint, we mean a giant freaking punch. So now, only now, we are beginning to see what years of video game-playing, sitting-in-front-of-the-tv-for hours, learning-to-use-surge-protectors has done to our future. One such pioneer who survived this dangerous time is our author, J.C.L. Faltot, who takes a serious, albeit sarcastic, look into the machine that is the video game monster. How video games have helped shape the market, touched the lives of those who play them, and defined people like Faltot for the rest of his life. For better or for worse. And perhaps in many ways (as you will find along Faltot's estranged journey) it's often a little bit of both. |
games with jiggle physics: Engaging with Videogames: Play, Theory and Practice Dawn Stobbart, Monica Evans, 2019-01-04 This volume was first published by Inter-Disciplinary Press in 2014. Engaging with Videogames focuses on the multiplicity of lenses through which the digital game can be understood, particularly as a cultural artefact, economic product, educational tool, and narrative experience. Game studies remains a highly interdisciplinary field, and as such tends to bring together scholars and researchers from a wide variety of fields and analytical practices. As such, this volume includes explorations of videogames from the fields of literature, visual art, history, classics, film studies, new media studies, phenomenology, education, philosophy, psychology, and the social sciences, as well as game studies, design, and development. The chapters are organised thematically into four sections focusing on educational game practices, videogame cultures, videogame theory, and the practice of critical analysis. Within these chapters are explorations of sexual identity and health, videogame history, slapstick, player mythology and belief systems, gender and racial ideologies, games as a ‘body-without organs,’ and controversial games from Mass Effect 3 to Raid over Moscow. This volume aims to inspire further research in this rapidly evolving and expanding field. |
games with jiggle physics: Beginning 3D Game Development with Unity 4 Sue Blackman, 2013-09-20 Beginning 3D Game Development with Unity 4 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 interactive games, ideal in scope for today's casual and mobile markets, while also giving you a firm foundation in game logic and design. The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand. In the second part, you'll build the foundations of a point-and-click style first-person adventure game—including reusable state management scripts, dialogue trees for character interaction, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map. With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design. By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games. |
games with jiggle physics: Gamish Edward Ross, 2020-11-05 *Shortlisted for the British Book Design and Production Award for Graphic Novels* 'A love letter to gaming in all its forms - from board games, to role-play, to virtual reality and video games. For fans of gaming, this is the perfect read. For those new to gaming, it is the perfect introduction' The Scotsman A thrilling illustrated journey through the history of video games and what they really mean to us Pac-Man. Mario. Minecraft. Doom. Ever since he first booted up his brother's dusty old Atari, comic artist Edward Ross has been hooked on video games. Years later, he began to wonder: what makes games so special? Why do we play? And how do games shape the world we live in? This lovingly illustrated book takes us through the history of video games, from the pioneering prototypes of the 1950s to the modern era of blockbuster hits and ingenious indie gems. Exploring the people and politics behind one of the world's most exciting art-forms, Gamish is a love letter to something that has always been more than just a game. |
games with jiggle physics: Politics in Fantasy Media Gerold Sedlmayr, Nicole Waller, 2014-10-28 Fantasy is often condemned as escapist, unsophisticated and superficial. This collection of new essays puts such easy dismissals to the test by examining the ways in which Fantasy narratives present diverse, politically relevant discourses--gender, race, religion or consumerism--and thereby serve as indicators of their real-world contexts. Through their depiction of other worlds allegedly disconnected from our own, these texts are able to actualize political attitudes. Instead of categorizing Fantasy either as conservative or progressive, the essays suggest that its generic peculiarity allows the emergence of productive forms of oscillation between these extremes. Covered are J.R.R. Tolkien's The Lord of the Rings, George R.R. Martin's A Song of Ice and Fire sequence, J. K. Rowling's Harry Potter novels, the vampire TV series True Blood, and the dystopian computer game Fallout 3. |
games with jiggle physics: Game Physics Pearls Gino van den Bergen, Dirk Gregorius, 2010-07-23 Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics, physics, and software engineering. The chapters cover topics such as collision detection, particle-based simulations, constraint solving, and soft-body simulation. The contributors write based on their experience in developing tools and runtime libraries either in game companies or middleware houses that produce physics software for games on PCs and consoles. |
games with jiggle physics: Complex Magazine and Guide , 2008-02 |
games with jiggle physics: Rated M for Mature Matthew Wysocki, Evan W. Lauteria, 2015-10-22 The word sex has many implications when it is used in connection with video games. As game studies scholars have argued, games are player-driven experiences. Players must participate in processes of play to move the game forward. The addition of content that incorporates sex and/or sexuality adds complexity that other media do not share. Rated M for Mature further develops our understanding of the practices and activities of video games, specifically focusing on the intersection of games with sexual content. From the supposed scandal of Hot Coffee†? to the emergence of same-sex romance options in RPGs, the collection explores the concepts of sex and sexuality in the area of video games. |
games with jiggle physics: Game Feel Steve Swink, 2008-10-13 Game Feel exposes feel as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks whe |
games with jiggle physics: GameAxis Unwired , 2008-02 GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know. |
games with jiggle physics: Gold Digger #208 Fred Perry, Britanny and Agent M face off against the new Crime Syndicate-X. This group of young villains are determined to become successful with the original CSX's Supernova-nator, a doomsday device crafted in the '70s by the legendary Doctor Ex Mortis. But that evil genius is the only one who could have possibly assembled the indestructible pieces for the device. Could Phineas J. Ex Mortis still be alive!? |
games with jiggle physics: Beginning Math and Physics for Game Programmers Wendy Stahler, Dustin Clingman, Kaveh Kahrizi, 2004 Whether one is a hobbyist or a budding game design pro, the objective is probably the same: to create the coolest games possible using today's increasingly sophisticated technology. Through clear, step-by-step instructions, author Wendy Stahler covers the trigonometry snippets, vector operations, and 1D/2D/3D motion designers need to improve their level of game development. |
games with jiggle physics: Runescape: The First 20 Years--An Illustrated History Alex Calvin, JagEx, 2021-12-07 A full-colour hardcover companion tome that offers a look behind the scenes as the iconic online fantasy RPG celebrates its 20th birthday! In 2001, RuneScape transformed the world of MMORPGs with a magical world that was free-to-play in your browser. Assuming any number of fantasy roles, players carved their own adventures in a fantasy land filled with vibrant characters, daring adventure and mystery. In an industry where success can often be short lived, RuneScape has defied the odds by not just surviving, but thriving over an incredible two decades. Now you can get an insider's look at the tremendous talent and enormous effort that went into creating the land of Gielinor and the magical races who inhabit it. Jagex and Dark Horse present a guide to the history of the RuneScape franchise, exploring the detailed tapestry of RuneScape and Old School RuneScape through exciting and exclusive art and behind the scenes interviews! |
games with jiggle physics: Internet Spaceships Are Serious Business Marcus Carter, Kelly Bergstrom, Darryl Woodford, 2016-03-23 EVE Online is a socially complex, science-fiction-themed universe simulation and massively multiplayer online game (MMOG) first released in 2003. Notorious for its colossal battles and ruthless player culture, it has hundreds of thousands of players today. In this fascinating book, scholars, players, and EVE’s developer (CCP Games) examine the intricate world of EVEOnline--providing authentic accounts of lived experience within a game with more than a decade of history and millions of “real” dollars behind it. Internet Spaceships Are Serious Business features contributions from outstanding EVE Online players, such as The Mittani, an infamous member of the game’s community, as well as academics from around the globe. They cover a wide range of subjects: the game’s technicalities and its difficulty; its projection of humanity’s future in space; the configuration of its unique, single-server game world; the global nature of warfare in its “nullsec” territory (and how EVE players have formed a global concept of time); stereotypes of Russian players; espionage play; in-game memorials to Vile Rat (aka U.S. State Department official Sean Smith, murdered in the 2012 Benghazi attack); its gendered playing experience; and CCP Games’ relationship with players; and its history and legacy. Internet Spaceships Are Serious Business is a must for EVE Online players interested in a broad perspective on their all-consuming game. It is also accessible to scholars, game designers seeking to understand and replicate the successful aspects unique to EVE Online, and even those who have never played this notoriously complex game. Contributors: William Sims Bainbridge, National Science Foundation; Chribba; Jedrzej Czarnota; Kjartan Pierre Emilsson; Dan Erdman; Rebecca Fraimow; Martin R. Gibbs, U of Melbourne; Catherine Goodfellow; Kathryn Gronsbell; Keith Harrison; Kristin MacDonough; Mantou (Zhang Yuzhou); Oskar Milik; The Mittani (Alexander Gianturco); Joji Mori; Richard Page; Christopher Paul, Seattle U; Erica Titkemeyer, U of North Carolina at Chapel Hill; Nick Webber, Birmingham City U. |
games with jiggle physics: Gold Digger Omnibus #9 Fred Perry, |
games with jiggle physics: Game Informer Magazine , 2006 |
games with jiggle physics: Lords of Dragon Keep C. T. Phipps, 2024-08-23 Give me the incredibly short summary of what the hell is going on, please. The kind you could fit into a movie trailer. “You’re trapped in a video game world based on a hack dark fantasy author’s rip-off of better books.” “Uh huh. Maybe you could be a bit more detailed.” Aragorn Aaron Bartkowski was a programmer working at Epic DungeoneeringTM, the world's largest fantasy video game company. Much to his surprise, he was selected to pick up the latest manuscript from reclusive author Larry C.C. Weis. Weis had been working on his newest book for over a decade and the good folk at Aaron's company had dibs on adapting it. Unfortunately, Weis was also a wizard and sent Aaron to the world that inspired his books. Aaron proceeded to find himself in a Slavic mythology themed world where he's believed to be Weis' main character, Garland of Nowhere. Equipped with the powers of a RPG protagonist, Aaron must accumulate experience and equipment while navigating a setting that seems worse off than Game of Thrones and Dark Souls put together. LORDS OF DRAGON KEEP is a LitRPG progression fantasy isekai that takes the grim out of grimdark with biting humor as well as intelligent exploitation of the rules. It has excellent world-building, a great supporting cast, a bit of romance, and lots of laughs. Oh and there's a talking raven. |
games with jiggle physics: The Quest to Save Swindon Pungence, Scott Kenemore, 2017-01-15 One of the most beloved YouTube creations sets off on the adventure of a lifetime!The Amazing Frog is one of the funniest and most exciting characters in the entire video game universe, and he's about to have the most incredible adventure of his life! A fun and funny frog who is always up for a challenge, the Amazing Frog knows how to enjoy himself and start trouble. But when frogs start mysteriously disappearing from his home city of Swindon, the Amazing Frog decides to use his remarkable talents to get to the bottom of things. Teaming up with his friend Pig Newton, the Amazing Frog sets off on an epic quest in which he pits his wits and talents against Megalodon, Joke Frog, and other familiar characters from the much-loved Pungence YouTube series. As his adventure unfolds, the Amazing Frog learns that something sinister is behind the spate of frog disappearances, and that the fate of all of Swindon may rest on his froggy shoulders! Will the Amazing Frog's unique talents be enough to win the day? Find out in this exciting adventure for Amazing Frog and Pungence fans of all ages! |
games with jiggle physics: HTML5 Canvas Steve Fulton, Jeff Fulton, 2013-04-11 Flash is fading fast as Canvas continues to climb. The second edition of this popular book gets you started with HTML5 Canvas by showing you how to build interactive multimedia applications. You’ll learn how to draw, render text, manipulate images, and create animation—all in the course of building an interactive web game throughout the book. Updated for the latest implementations of Canvas and related HTML5 technologies, this edition includes clear and reusable code examples to help you quickly pick up the basics—whether you currently use Flash, Silverlight, or just HTML and JavaScript. Discover why HTML5 is the future of innovative web development. Create and modify 2D drawings, text, and bitmap images Use algorithms for math-based movement and physics interactions Incorporate and manipulate video, and add audio Build a basic framework for creating a variety of games Use bitmaps and tile sheets to develop animated game graphics Go mobile: build web apps and then modify them for iOS devices Explore ways to use Canvas for 3D and multiplayer game applications |
games with jiggle physics: Uncertainty David Lindley, 2008-02-12 The gripping, entertaining, and vividly-told narrative of a radical discovery that sent shockwaves through the scientific community and forever changed the way we understand the world. Werner Heisenberg’s “uncertainty principle” challenged centuries of scientific understanding, placed him in direct opposition to Albert Einstein, and put Niels Bohr in the middle of one of the most heated debates in scientific history. Heisenberg’s theorem stated that there were physical limits to what we could know about sub-atomic particles; this “uncertainty” would have shocking implications. In a riveting and lively account, David Lindley captures this critical episode and explains one of the most important scientific discoveries in history, which has since transcended the boundaries of science and influenced everything from literary theory to television. |
games with jiggle physics: God Doesn't Shoot Craps Richard Armstrong, 2006 The Da Vinci Code meets Positively Fifth Street in a comic novel about a junk-mail con man who sells a bogus craps system through the mail - only to discover, too late, that it really works. |
games with jiggle physics: Cosmic Queries Neil deGrasse Tyson, 2021-03-02 In this thought-provoking follow-up to his acclaimed StarTalk book, uber astrophysicist Neil deGrasse Tyson tackles the world's most important philosophical questions about the universe with wit, wisdom, and cutting-edge science. For science geeks, space and physics nerds, and all who want to understand their place in the universe, this enlightening new book from Neil deGrasse Tyson offers a unique take on the mysteries and curiosities of the cosmos, building on rich material from his beloved StarTalk podcast. In these illuminating pages, illustrated with dazzling photos and revealing graphics, Tyson and co-author James Trefil, a renowned physicist and science popularizer, take on the big questions that humanity has been posing for millennia--How did life begin? What is our place in the universe? Are we alone?--and provide answers based on the most current data, observations, and theories. Populated with paradigm-shifting discoveries that help explain the building blocks of astrophysics, this relatable and entertaining book will engage and inspire readers of all ages, bring sophisticated concepts within reach, and offer a window into the complexities of the cosmos. or all who loved National Geographic's StarTalk with Neil deGrasse Tyson, Cosmos: Possible Worlds, and Space Atlas, this new book will take them on more journeys into the wonders of the universe and beyond. |
games with jiggle physics: "Surely You're Joking, Mr. Feynman!": Adventures of a Curious Character Richard P. Feynman, 2018-02-06 One of the most famous science books of our time, the phenomenal national bestseller that buzzes with energy, anecdote and life. It almost makes you want to become a physicist (Science Digest). Richard P. Feynman, winner of the Nobel Prize in physics, thrived on outrageous adventures. In this lively work that “can shatter the stereotype of the stuffy scientist” (Detroit Free Press), Feynman recounts his experiences trading ideas on atomic physics with Einstein and cracking the uncrackable safes guarding the most deeply held nuclear secrets—and much more of an eyebrow-raising nature. In his stories, Feynman’s life shines through in all its eccentric glory—a combustible mixture of high intelligence, unlimited curiosity, and raging chutzpah. Included for this edition is a new introduction by Bill Gates. |
games with jiggle physics: Blindsight Peter Watts, 2006-10-03 Hugo and Shirley Jackson award-winning Peter Watts stands on the cutting edge of hard SF with his acclaimed novel, Blindsight Two months since the stars fell... Two months of silence, while a world held its breath. Now some half-derelict space probe, sparking fitfully past Neptune's orbit, hears a whisper from the edge of the solar system: a faint signal sweeping the cosmos like a lighthouse beam. Whatever's out there isn't talking to us. It's talking to some distant star, perhaps. Or perhaps to something closer, something en route. So who do you send to force introductions with unknown and unknowable alien intellect that doesn't wish to be met? You send a linguist with multiple personalities, her brain surgically partitioned into separate, sentient processing cores. You send a biologist so radically interfaced with machinery that he sees x-rays and tastes ultrasound. You send a pacifist warrior in the faint hope she won't be needed. You send a monster to command them all, an extinct hominid predator once called vampire, recalled from the grave with the voodoo of recombinant genetics and the blood of sociopaths. And you send a synthesist—an informational topologist with half his mind gone—as an interface between here and there. Pray they can be trusted with the fate of a world. They may be more alien than the thing they've been sent to find. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied. |
games with jiggle physics: Get a Grip on Physics John Gribbin, 2011-11-17 Originally published: Get a grip on new physics. London: Weidenfeld and Nicolson, 1999. |
games with jiggle physics: For the Love of Physics Walter Lewin, Warren Goldstein, 2011 Original publication and copyright date: 2011. |
games with jiggle physics: The Man from the Future: The Visionary Ideas of John von Neumann Ananyo Bhattacharya, 2022-02-22 An electrifying biography of one of the most extraordinary scientists of the twentieth century and the world he made. The smartphones in our pockets and computers like brains. The vagaries of game theory and evolutionary biology. Nuclear weapons and self-replicating spacecrafts. All bear the fingerprints of one remarkable, yet largely overlooked, man: John von Neumann. Born in Budapest at the turn of the century, von Neumann is one of the most influential scientists to have ever lived. A child prodigy, he mastered calculus by the age of eight, and in high school made lasting contributions to mathematics. In Germany, where he helped lay the foundations of quantum mechanics, and later at Princeton, von Neumann’s colleagues believed he had the fastest brain on the planet—bar none. He was instrumental in the Manhattan Project and the design of the atom bomb; he helped formulate the bedrock of Cold War geopolitics and modern economic theory; he created the first ever programmable digital computer; he prophesized the potential of nanotechnology; and, from his deathbed, he expounded on the limits of brains and computers—and how they might be overcome. Taking us on an astonishing journey, Ananyo Bhattacharya explores how a combination of genius and unique historical circumstance allowed a single man to sweep through a stunningly diverse array of fields, sparking revolutions wherever he went. The Man from the Future is an insightful and thrilling intellectual biography of the visionary thinker who shaped our century. |
games with jiggle physics: Zoom Bob Berman, 2014-06-24 From the speed of light to moving mountains -- and everything in between -- Zoom explores how the universe and its objects move. If you sit as still as you can in a quiet room, you might be able to convince yourself that nothing is moving. But air currents are still wafting around you. Blood rushes through your veins. The atoms in your chair jiggle furiously. In fact, the planet you are sitting on is whizzing through space thirty-five times faster than the speed of sound. Natural motion dominates our lives and the intricate mechanics of the world around us. In Zoom, Bob Berman explores how motion shapes every aspect of the universe, literally from the ground up. With an entertaining style and a gift for distilling the wondrous, Berman spans astronomy, geology, biology, meteorology, and the history of science, uncovering how clouds stay aloft, how the Earth's rotation curves a home run's flight, and why a mosquito's familiar whine resembles a telephone's dial tone. For readers who love to get smarter without realizing it, Zoom bursts with science writing at its best. |
games with jiggle physics: Handbook of Modern Sensors Jacob Fraden, 2006-04-29 Seven years have passed since the publication of the previous edition of this book. During that time, sensor technologies have made a remarkable leap forward. The sensitivity of the sensors became higher, the dimensions became smaller, the sel- tivity became better, and the prices became lower. What have not changed are the fundamental principles of the sensor design. They are still governed by the laws of Nature. Arguably one of the greatest geniuses who ever lived, Leonardo Da Vinci, had his own peculiar way of praying. He was saying, “Oh Lord, thanks for Thou do not violate your own laws. ” It is comforting indeed that the laws of Nature do not change as time goes by; it is just our appreciation of them that is being re?ned. Thus, this new edition examines the same good old laws of Nature that are employed in the designs of various sensors. This has not changed much since the previous edition. Yet, the sections that describe the practical designs are revised substantially. Recent ideas and developments have been added, and less important and nonessential designs were dropped. Probably the most dramatic recent progress in the sensor technologies relates to wide use of MEMS and MEOMS (micro-electro-mechanical systems and micro-electro-opto-mechanical systems). These are examined in this new edition with greater detail. This book is about devices commonly called sensors. The invention of a - croprocessor has brought highly sophisticated instruments into our everyday lives. |
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