The Official SimCity 2000 Planning Commission Handbook

The Official SimCity 2000 Planning Commission Handbook

Author: Peter Spear

Publisher: McGraw-Hill Companies

Published: 1994

Total Pages: 244

ISBN-13: 9780078819506

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SimCity 2000 is an entirely new game that continues the SimCity tradition but with more depth, more control over your cities, more complexity, and with some of the best graphics you'll ever see.


Computer Games

Computer Games

Author: Blair Carter

Publisher: Nova Publishers

Published: 2002

Total Pages: 182

ISBN-13: 9781590335260

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Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.


Building SimCity

Building SimCity

Author: Chaim Gingold

Publisher: MIT Press

Published: 2024-06-04

Total Pages: 488

ISBN-13: 0262547481

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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.


The Computer Continuum

The Computer Continuum

Author: Kurt F. Lauckner

Publisher:

Published: 2001

Total Pages: 516

ISBN-13: 9780130898135

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For courses in Computer Concepts, Introduction to Computers, Computer Literacy, Introduction to Computer Science, Computers and Society/Computer Science. This text introduces students to the fundamental concepts in the fields of information systems and computer science by examining how technology works. It first establishes a theoretical foundation, then introduces applications that put the theory into practice. It includes topics such as binary numbers, modeling and distributive systems to take students into the theory behind how and why technology works.


Big Plans

Big Plans

Author: Kenneth L. Kolson

Publisher: JHU Press

Published: 2003-11-03

Total Pages: 260

ISBN-13: 9780801877308

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This work springs from the idea that human aspirations for the city tend to overstate the role of rationality in public life. The author explores the part serendipity plays in urban experience.


Environment and Planning

Environment and Planning

Author:

Publisher:

Published: 1999

Total Pages: 980

ISBN-13:

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Journal of urban planning and design. Publishes research in the application of formal methods, methods models, and theories to spatial problems involving the built environment and the spatial structure of cities and regions. Includes the application of computers to planning and design, in particular the use of shape grammars, artificial intelligence, and morphological methods to buildings and towns, the use of multimedia and GIS in urban and regional planning, and the development of ideas concerning the virtual city.