Showing posts with label architecture. Show all posts
Showing posts with label architecture. Show all posts

2/11/2013

101 Things I Learned in Architecture School Review

101 Things I Learned in Architecture School
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I don't remember ever having a textbook for design studio - undoubtedly because this book hadn't been published yet. If it had, I would have had a wonderful little book that breaks down five years worth of architectural wisdom into 101 pages. I recommend reading it (about a ten minute read) before and a couple of times during the design process to refocus yourself. If nothing else, it should be required reading for first year students because it will teach you to speak architect. 'Parti' 'Figure/Ground' 'Positive Space' 'Negative Space' and all the other jargon architects tend to use are all defined here.
The book contains advice on both the technical and the intellectual. Hints for everything from lettering to post modern theory share page space with reminders as varied as 'design in section' to 'if you can't explain your design in terms your grandmother understands, you don't understand your own design.'
Nearly everything in the book is a hit. Even the cover is made from chip board. If you're a poor architecture student, scrape together some coffee money and get a copy. If you're already an architect, get a copy and remember a time before design problems were strip malls and warehouses.

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Matthew Frederick is an architect and urban designer who lives inCambridge, Massachusetts. He has taught at a number of colleges and universities,including Boston Architectural College and Wentworth Institute ofTechnology.

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2/02/2013

Game Engine Architecture Review

Game Engine Architecture
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Jason Gregory's book offers a 10,000-foot view of game engine architecture, covering every system found in modern game engines, and detailing how those systems interact. It details the subjects at a level easily understood by anyone with a modest level of programming experience -- even non-programmers can gain a solid understanding of engine design from the book. This would make a great first book for anyone interested in programming game engines, either as a hobby or a future career.
However, it is important to clarify the limits of the book. I do not consider this to be a programming book, since it does not present the material at a sufficiently low-level that would permit an inexperienced programmer to implement a game engine from the ground-up. It describes how the algorithms work in enough detail that you can understand the idea, but does not present complete code examples that would demonstrate exactly how the algorithms would be implemented. There are occasional code snippets, and brief examples from engines like Ogre, Unreal, and idtech. But most of the content is entirely prose.
Experienced programmers/game devs have the coding background to implement many of the designs described in the book from the level at which they are presented. But neophyte programmers will not find enough details in this book to implement a full game engine on their own. However, no one book could do an adequate job of detailing how to implement an entire game engine: learning to program a game engine from the ground-up requires a very large stack of books (especially for physics and AI). So it would be unfair to fault this book for what it is not.
The value of the book is in providing clear, prose descriptions of the functional blocks found in a game engine, covering alternate ways different engines implement certain features, and cross-referencing how those blocks interact.
Another positive is that the book benefits from a mature writing style. Unlike the "Oh wow! Cool! Dude! Whew, math is hard! {BG}" style of writing inflicted upon many intro/for-teens books, this book can be read by adults (and most teens) without any undue eye-rolling due to bad writing. Which, sad to say, is why I feel inclined to remark on this point. Granted, this book was written for a course a SoCal, so a more mature writing still is required. I do wish more games-related books would follow this convention, instead of assuming the reader is mentally bereft or a pre-teen.

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A 2009 Game Developer Magazine Front Line Award Finalist, this book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.

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12/23/2012

Becoming an Architect: A Guide to Careers in Design Review

Becoming an Architect: A Guide to Careers in Design
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The book is really nothing but a bunch of interview questions and the answers architects give to them, which isn't a bad thing. There are several pictures of architectural structures, several drawings, and some diagrams of buildings as well. Instead of reading a concise summary of the authors research you instead get the raw data (for the most part) and draw your own conclusions from it.
I kept seeing a few similar traits over and over in the architects the author interviewed and this led me to not become an architect.
I did find it rather interesting that the author is NOT an architect and never was. But you don't have to be something in order to research it and write about it now do you? Of course not. The author did however pursue the field of architecture so they do have some first hand knowledge to draw on.
A very good book in my opinion, it was worth the purchase.

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What do architects do? What are the educational requirements for architects? What does an architectural internship involve? How does one become a licensed architect? What is the future of the architectural profession?
If you're considering a career in architecture, start with this highly visual guide to preparing for and succeeding in the profession. Through fascinating interviews with working professionals in the field, Becoming An Architect, Second Edition gives you an inside view of what it takes to be an architect, including an overview of the profession, educational requirements, design specialties from which to choose, the job search, registration requirements, and the many directions in which a career in architecture can go.
Expanded and revised to include the most current issues that are impacting architects' work, such as BIM and integrated practice, this essential guide will prepare you for successfully entering this competitive yet rewarding profession.

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1/23/2012

Watts - 2 Large Syringe Oral Irrigators with Tapered Deep Reach Tips for Crowns, Bridges, Oral Pockets and More - 10ml Review

Watts - 2 Large Syringe Oral Irrigators with Tapered Deep Reach Tips for Crowns, Bridges, Oral Pockets and More - 10ml
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These oral irrigators may be low tech, but they cost nothing to operate, won't break and are inexpensive and very effective. Strong stream clears out the junk, then the syringe can be pulled apart and washed thoroughly. Very happy I found these "Large Syringe Oral Irrigators with Tapered Deep Reach Tips for Crowns, Bridges, Oral Pockets".

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