Technology

Case History: The Evolution of Artificial Intelligence in Computer Games

"Case History: The Evolution of Artificial Intelligence in Computer Games"

by Zak Middleton

Winter 2002

"Regression" Progression: Non-Photorealistic Rendering Choices in Game Design

""Regression" Progression: Non-Photorealistic Rendering Choices in Game Design"

by Tom Hurlbutt

Winter 2004

The Technological, and Business Tactics That Lead to StarCraft’s Success

"The Technological, and Business Tactics That Lead to StarCraft’s Success"

by Sandra N. Kjono

Winter 2002

Nintendo 64 versus Sony PlayStation: The Cartridge/CD-ROM Battle

"Nintendo 64 versus Sony PlayStation: The Cartridge/CD-ROM Battle"

by Stephanie Johnson

Winter 2003

Quake: 3-D is Just the Beginning

"Quake: 3-D is Just the Beginning"

by Ryan Jones

Winter 2000

Lessons from the Game Cartridge

"Lessons from the Game Cartridge"

by Kevin Christopher

Winter 2004

Graphics in Adventure Games

"Graphics in Adventure Games"

by Jasmine Lopez

Winter 2002

The Future of 3D Graphics Technology: Will the Movies Maintain Their Lead on the Desktop?

"The Future of 3D Graphics Technology: Will the Movies Maintain Their Lead on the Desktop?"

by George R. Dicker

Winter 2003

The Driving Technology Behind Quake III: Arena

"The Driving Technology Behind Quake III: Arena"

by Eric Chan

Winter 2001

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