2009年12月14日

ゲームエンジン・書籍

今日は、ゲームエンジンについて書かれている書籍をご紹介します。

Google翻訳 このリンクで和訳になります。




*** 洋書 ***
Tricks of the Doom Programming Gurus/Book and Cd (ペーパーバック)
Steve Benner (著), David Bruni (著)
Sams Publishing; Pap/Com版 (1995/04)



With this book/CD-ROM set, users have the information and software they need to start their own adventure within Doom.


この本は、私に、海外ゲームの情報公開の「すばらしさ」と「恐ろしさ」を教えてくれた1冊です。
当時、国内外で大人気となったDOOMのゲームエンジンのプログラム解説本はショックでありトラウマにさえなりました。パッケージ150万本以上、ダウンロード販売では1000万本以上ではないかと言われることからも、DOOMがビッグタイトルであることを想像するのは容易でしょう。そのDOOMですが1993年に発売されました。そして、たった2年後に市販ゲームのプログラム解説本として出版されているのです。
(その前にWolfenstein 3Dのプログラム解説本か資料も公開されていたような気がするのですが、資料が見つかりませんでした)
その内容も強烈で、CD-ROMに解説に必要なソースコードとツールが添付されており、表示エンジンに関しては図入りで分かりやすく解説されていました。

1995年と14年も前に出版された本ですが、国内でも是非この本に追従する国内ゲームの市販プログラム解説本が出版されることを願います。

Tricks of the DOOM Gurus(出版社のホームページ)
http://cres1.lancs.ac.uk/~esasb1/doom/dpg/




Game Engine Architecture (ハードカバー)
Jeff Lander (はしがき), Matthew Whiting (はしがき), Jason Gregory (著)
A K Peters Ltd (2009/6/5)



This book provides readers with an in-depth exploration of 3D game engine architecture. It covers state-of-the-art software architecture principles in the context of game engine design, investigates the subsystems typically found in a real production game engine, surveys engine architectures from actual shipping games, and explores how the differences between game genres can affect engine design. Topics covered include large-scale C++ software architecture in a games context; engine subsystems including rendering, audio, collision, physics and game world models; multi-player engines; tools pipelines for modern games.



3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology) (ハードカバー)
David H. Eberly (著)
Morgan Kaufmann; 2版 (2006/11/17)



A major revision of the international bestseller on game programming!

Graphics hardware has evolved enormously in the last decade. Hardware can now be directly controlled
through techniques such as shader programming, which requires an entirely new thought process of a
programmer. 3D Game Engine Design, Second Edition shows step-by-step how to make a shader-based graphics engine and how to tame the new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics - all challenging subjects for developers.

* Revision of the classic work on game engines - the core of any game.
* Includes Wild Magic, a commercial quality game engine in source code that illustrates how to build a
real-time rendering system from the lowest-level details all the way to a working game.
* Fully revised and updated in 4 colors, including major new content on shader programming, physics,
and memory management for the next generation game consoles and portables.



Building a 3d Game Engine in C++ (ペーパーバック)
Brian Hook (著)

John Wiley & Sons Inc (Computers); Pap/Dis版 (1995/06)


Everything you need to create your own 3D game engine
Most game programming books hand you a finished game engine and then tell you how to add on a few features, so you′re locked into someone else′s design from the beginning. But why compromise? This book shows you how to build your own custom engine from scratch using AST3D, a powerful 3D graphics library that′s included on the disk. Now you can build the game you want, and you′ll never have to pay a licensing fee again.

This book/disk set, written by professional game programmer Brian Hook, gives all the technical details, shortcuts, and tricks of the trade he had to learn the hard way. Find out how to:

Design and develop games like the professionals
Create real time 3D graphics games
Implement collision and boundary detection
Create "intelligent" entities using AI algorithms
Disk includes:

AST3D, a C++ library specifically designed for 3D game programming
Source code for Borland and Watcom C++ compilers
An original 3D game engine you can use to create your own games



3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3D Technology) (ハードカバー)
David H. Eberly (著)

Morgan Kaufmann; Har/Cdr版 (2000/09)


Now considered an essential reference in the game industry, 3D Game Engine Design is the first book to go beyond basic descriptions of algorithms and accurately demonstrate the complex engineering process required to design and build a real-time graphics engine to support physical realism. Faster algorithms will always win out over faster processors and assembly-language optimization techniques. Implementing those algorithms, however, can be a challenge for even experienced programmers.
This book provides rigorous explanations and derivations of all the essential concepts and techniques. Ideas are revealed step by step with numerous code examples and illustrations. Source code implementations are included on the companion CD-ROM to help you understand the full progression from idea, to algorithm, to working code. Since algorithms are not used in isolation, the source code for a complete engine is provided to bring crucial context to the implementations. This book and CD-ROM offer the most comprehensive professional reference available for the development of 3D game engines.

*Designed for professionals working in game development, simulation, scientific visualization, or virtual worlds.
*Written by a respected game engineer and designer of a leading commercial game engine.
*Thoroughly describes the algorithms-fully implemented in working code-that are the key to writing the fastest, most efficient code possible.
*Provides source code for Windows 95/98/NT/2000, Linux/Unix, and Macintosh platforms.



Ultimate 3D Game Engine Design & Architecture (Charles River Media Game Development) (ペーパーバック)
Allen Sherrod (著)

Charles River Media; 1 Pap/Cdr版 (2006/12/4)


"Ultimate 3D Game Engine Design and Architecture" is a complete reference for designing and creating a game engine from the ground up. The book covers the various systems and processes that go into a complete game engine, with an emphasis on the issues to consider when designing the architecture for the engine. Unlike other books that only focus on one aspect of the game engine, such as graphics or physics, this book focuses on a complete game engine from a cross-platform perspective. The depth of coverage this book provides gives programmers aspiring to get into game development and experienced game developers all the details they need to create a complete game engine, a sample of which is on the companion CD-ROM.



3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic (The Morgan Kaufmann Series in Interactive 3D Technology) (ハードカバー)
David H. Eberly (著)

Morgan Kaufmann; Har/Cdr版 (2004/12/31)


Synopsis
Dave Eberly's 3D Game Engine Design was the first professional guide to the essential concepts and algorithms of real-time 3D engines and quickly became a classic of game development. Dave's new book 3D Game Engine Architecture continues the tradition with a comprehensive look at the software engineering and programming of 3D engines. This book is a complete guide to the engineering process, starting with a walk-through of the graphics pipeline showing how to construct the core elements of 3D systems, including data structures, the math system, and the object system. Dave explains how to manage data with scene graphs, how to build rendering and camera systems, and how to handle level of detail, terrain, and animation. Advanced rendering effects such as vertex and pixel shaders are also covered as well as collision detection and physics systems. The book concludes with a discussion of application design, development tools, and coding standards for the source code of the new version of the Wild Magic engine included on the CD-ROM. Wild Magic is a commercial-quality game engine used by many companies and is a unique resource for the game development community.



Game Engine Toolset Development (ペーパーバック)
Graham Wihlidal (著)

Course Technology Ptr; 1版 (2006/3/7)


Toolset development is an extremely broad topic. Game Engine Toolset Development provides you with a core set of skills and a comprehensive insight that will aid you in the development of game engine utilities, significantly reducing the time period associated with the construction phase of a project. The book starts off with topics regarding development methodologies and best practices, and then proceeds into advanced topics like swap chain management and MVC object model automation with CodeDom. An introductory working knowledge of C# and the .NET 2.0 framework is expected, allowing the content of each topic to be directed towards the subject and avoiding trivial and introductory explanations. Readers are not required to have any experience developing game engine tools. Terminology and design fundamentals specific to toolset development are clearly depicted and explained. The companion Web site provides downloads of all source code from the book, as well as several bonus chapters.



Introduction to 3D Game Engine Design Using DirectX 9 and C# (Expert's Voice) (ペーパーバック)
Lynn Thomas Harrison (著)
Apress; 1版 (2003/8/20)



Introduction to 3D Game Engine Design Using DirectX 9 and C# illustrates the process of creating a simple 3D game engine. During this process, author Lynn Harrison demonstrates many facets of the DirectX 9 software through clear-cut explanations and examples.

Throughout the course of the book, you'll develop an off-road driving game that brings such features as management of large scenes, environmental effects, and physics into play. To write the game, you'll use cutting-edge technologiesC# and DirectX, and the .NET Frameworkand you'll go beyond simple graphics to explore audio, user input, artificial intelligence, and multiplayer design.



3D Game Engine Programming (Game Development Series) (ペーパーバック)
Stefan Zerbst (著), Oliver Duvel (著)
Course Technology Ptr; Pap/Cdr版 (2004/7/30)



A full-blown game engine is now an important industrial asset. Current engines exist with licensing fees of several $100,000, plus profit share costs. Because of these high costs, hobbyist game programmers are eager to learn how to write their own engines. The availability of a game engine which is ready to rock simplifies the development process of a game, allowing developers to concentrate on the game and gameplay experience. "3D Game Engine Programming" shows game programmers how to develop such an engine.



Real-Time 3d Terrain Engines Using C++ and Directx 9 (Game Development Series) (ペーパーバック)
Gregory Snook (著)
Charles River Media; Pap/Cdr版 (2003/06)



With recent advancements in programmable 3D rendering hardware, game developers can create engines capable of making complete outdoor landscapes. Many of today's popular games include entire outdoor environments, but making these environments realistic and fast is a challenge for even the best programmers. Real-Time 3D Terrain Engines Using C++ and DirectX 9 is written to help make the process more efficient, and to bring new programmers into the field of 3D computer game programming. The book is dedicated to teaching the fundamentals of programming a popular 3D engine type - the "Real-Time 3D Terrain Engine." Throughout the book, the focus is on the essential topics of outdoor terrain rendering. So whether you are new to 3D engine programming or a seasoned veteran, Real-Time 3D Terrain Engines Using C++ and DirectX 9 will teach you how to use the latest advancements in hardware-accelerated rendering, and provide all of the tips, tricks, and ideas you need to build your own, complete 3D terrain engine. Skills Needed: It is assumed that you are familiar with C++, Direct X, math, and geometry and that you're ready to move into 3D engine design and real-time terrain visualization.




--- ゲームエンジンとレベルデザイン ---
Mastering Unreal Technology, Volume I: Introduction to Level Design with Unreal Engine 3 (ペーパーバック)
Jason Busby (著), Zak Parrish (著), Jeff Wilson (著)
Sams; 1 Pap/DVD版 (2009/7/31)



Mastering Unreal Technology, Volume I: Introduction to Level Design with Unreal Engine 3 is your start-to-finish guide to modding and level design with the world’s hottest new gaming engine: Unreal Engine 3. Here’s everything you need to know to jumpstart your skills and create stunning new content and games for consoles and PCs alike! Your authors aren’t just the world’s #1 Unreal game development trainers: They’ve even built the training modules that shipped with Unreal Tournament 3: Limited Collector’s Edition. Now, working with the full cooperation of Unreal Engine 3’s creators, Epic Games, they introduce every facet of game development–from simple level creation to materials, lighting, and terrain...even advanced level optimization and streaming!

Packed with tips, hands-on tutorials, and expert techniques, Mastering Unreal Technology, Volume I is all you need to create levels that look spectacular and work brilliantly...levels that gamers just can’t stop playing!

You’ll find expert tips on

Understanding the game development process from start to finish
Planning projects for greater efficiency, faster delivery, and better quality
Crafting worlds with stunning beauty and clarity
Bringing amazing realism to characters, objects, and props
Making the most of Unreal Engine 3’s massively upgraded lighting system
Scripting complex gameplay quickly and easily with Unreal Kismet
Building animated game assets with Unreal Matinee
Testing game performance during live gameplay
Optimizing levels by improving the interaction between lights and surfaces
Using advanced level streaming to create vast, rich, highly playable levels



Mastering Unreal Technology, Volume II: Advanced Level Design Concepts with Unreal Engine 3 (ペーパーバック)
Jason Busby (著), Zak Parrish (著), Jeff Wilson (著)
Sams; 1 Pap/Cdr版 (2009/10/2)



Mastering Unreal Technology, Volume II: Advanced Level Design Concepts with Unreal Engine 3 is your start-to-finish guide to state-of-the-art Unreal Tournament 3 modding and level design. Here’s everything you need to know to take your game design skills to the next level, creating content with breakthrough depth and interactivity! Your authors aren’t just the world’s #1 Unreal game development trainers: They’ve built the training mods that shipped with Unreal Tournament. Now, working with the full cooperation of Unreal Engine 3’s creators, Epic Games, they introduce innovative, pro-quality techniques you’ll find nowhere else: outstanding solutions for everything from particle effects to physics, materials to cinematics. Packed with tips, hands-on tutorials, and expert insight, Mastering Unreal Technology, Volume II will help you take Unreal Tournament 3 and Unreal Engine 3 to the limit...and then blow right by it!

You’ll find expert tips on

Creating advanced materials that leverage the full power of UnrealEd’s Material Editor
Bringing levels to life with objects affected by gravity, collisions, and player influence
Creating fire, smoke, sparks, and more with Unreal Engine 3’s particle effects system
Building custom user interfaces, including Heads-Up Displays (HUDs) that update constantly
Using SoundCues to mix, modulate, crossfade, and attenuate sounds
Generating real-time camera-based effects, including depth of field, motion blur, and color adjustment
Using post process effects to quickly transform a scene’s look and feel without changing existing materials or textures
Animating characters and vehicles that move with unprecedented realism
Creating in-game cinematics that develop your characters and move your story forward



Mastering Unreal Technology, Volume III: Introduction to UnrealScript with Unreal Engine 3 (ペーパーバック)
Jason Busby (著), Jeff Wilson (著), David Owens (著)
Sams; 1版 (2010/1/8)



Mastering Unreal Technology, Volume III: Introduction to UnrealScript with Unreal Engine 3 helps game developers take full advantage of UnrealScript to build powerful new games, and shows modders how to use UnrealScript to extend existing games in ways their creators never imagined. The only start-to-finish UnrealScript tutorial, it's authored by the world's leading Unreal Engine game development trainers, in close collaboration with Epic Games, the creator of Unreal Engine. The authors teach through real-world examples and sample code, not oversimplified theoretical exercises. Their start-to-finish coverage includes: " Understanding what UnrealScript can do in new games, and how it can be used to mod existing games " Working with UnrealScript classes, variables, operators, expressions, functions, control statements, and loops " Making the most of the UnrealScript preprocessor " Working with advanced UnrealScript features, including iterators, states, delegates, interfaces, and replication " Applying object-oriented techniques in the UnrealScript environment For professional game designers, independent modders, and students seeking a route into the game development industry, Mastering Unreal Technology, Volume III: Introduction to UnrealScript with Unreal Engine 3 will be simply indispensable.



3D Game Engine Design 2nd Edition Companion CD-ROM (The Morgan Kaufmann Series in Interactive 3D Technology) (CD-ROM)
David H. Eberly (著)
Morgan Kaufmann (2006/11/20)






Game Engine Design und die Implementierung mit DirectX 8. Insider. Das Expertenwissen fuer 3D- Designer (タートルバック)
Bernhard Glueck (著)
Markt + Technik Verlag (2002/10)







--- 物理演算エンジン ---
Game Physics Engine Development (The Morgan Kaufmann Series in Interactive 3D Technology) (ハードカバー)
Ian Millington (著)
Morgan Kaufmann (2007/3/21)



Simulating physics helps cutting-edge games distinguish themselves by making virtual objects behave as we expect them to in the real world. Physics engines are the software programs that run these simulations. Building an engine is difficult, however. There are a large number of new developers (and hobbyists) coming into this market who need help through this complex process. Current introductory books are inadequate; they don't bring enough real-world programming experience to the task. There is a need for an introductory book on game physics with solid coding guidance but which limits the math content. Ian Millington brings his extensive professional programming experience to this problem. He has developed games since 1987, has studied AI and mathematics at the PhD level, and founded Mindlathe Ltd., a company that designed and built commercial physics engines. Physics Engine Development carefully describes each step in the creation of a robust, usable physics engine. It introduces the mathematical concepts in a clear and simple manner, keeping to high school level topics and building a physics code library as it goes. Each new concept is explained in diagrams and code to make sure that even the most novice of game programmers understands. The companion CD-ROM includes the source code for a complete physics engine of commercial quality. This book will serve as a introduction to more mathematically advanced books on game physics, such as Dave Eberly's Game Physics.

* Uses only high school algebra
* Shows how to build a complete system based on professional principles
* CD-ROM with C++ source code for a full commercial-quality physics engine



Game Physics Engine Development Companion CD-ROM (The Morgan Kaufmann Series in Interactive 3D Technology) (CD-ROM)
Ian Millington (著)
Morgan Kaufmann (2006/12/15)







--- AIエンジン ---
AI Game Engine Programming (ペーパーバック)
Brian Schwab (著)
Charles River Media; 2 Pap/Cdr版 (2008/12/23)



A fully revised update to the first edition, AI Game Engine Programming, Second Edition provides game developers with the tools and information they need to create modern game AI engines. Covering the four principle elements of game artificial intelligence, the book takes you from theory to actual game development, going beyond merely discussing how a technique might be used. Beginning with a clear definition of game AI, you'll learn common terminology, the underlying concepts of AI, and you'll explore the different parts of the game AI engine. You'll then take a look at AI design considerations, solutions, and even common pitfalls genre-by-genre, covering the majority of modern game genres and examining concrete examples of AI used in actual commercial games. Finally, you'll study actual code implementations for each AI technique presented, both in skeletal form and as part of a real-world example, to learn how it works in an actual game engine and how it can be optimized in the future. Written for experienced game developers with a working knowledge of C++, data structures, and object oriented programming, AI Game Engine Programming, Second Edition will expand your AI knowledge and skills from start to finish.



AI Game Engine Programming (Game Development Series) (ペーパーバック)
Brian Schwab (著)
Charles River Media; Pap/Cdr版 (2004/11/30)



AI Game Engine Programming is written for all levels of game AI developers who wish to further their knowledge of the myriad AI engines used in various genres. The book provides the knowledge and techniques needed to create an AI engine. It details the specific parts of a modern AI engine, and provides code for the basic frameworks needed to run the techniques. The code is provided in a modular fashion, so that programmers can use only what they need and customize it at any level. The book also explains which techniques work best with different game genres, how to start implementing them, and what to consider when custom designing an engine that will be used for a particular game. The coverage takes programmers from theory to actual game development, with usable code frameworks designed to go beyond merely detailing how a technique might be used. In addition, it covers common pitfalls, design considerations, and optimizations. The companion CD-ROM contains all of the code from the book, as well as useful AI resources.




--- ゲーム開発エンジン・解説書 ---
The Game Programmer's Guide to Torque: Under the Hood of the Torque Game Engine (GarageGames) [Illustrated] (ペーパーバック)
Edward F., III Maurina (著)
A K Peters Ltd; Pap/Cdr版 (2006/3/30)



The Game Programmer's Guide to Torque" takes readers on an in-depth walkthrough of the Torque Game Engine - one of the most popular, powerful, and easy to use game engines available today. With clear explanations of how to use Torque to create your own games and detailed discussions of the engine's inner workings, this book is a must read for any programmer interested in making games for fun or profit. It offers step-by-step examples, detailed system descriptions, in-depth references, practical tips, tricks, and more, that will provide readers all they need to understand the Torque Game Engine.



Multiplayer Gaming and Engine Coding for the Torque Game Engine (ペーパーバック)
Edward F, III Maurina (著)
A K Peters Ltd; Pap/Cdr版 (2008/5/11)



"Multiplayer Gaming and Engine Coding for the Torque Game Engine" shows game programmers how to get the most out of the Torque Game Engine (TGE), which is an inexpensive professional game engine available from GarageGames. This book allows people to make multiplayer games with TGE and also tells them how to improve their games by modifying the engine source code itself. After reading this book and completing the exercises on the accompanying CD, game programmers will be well prepared to make their own complex, exciting games using the Torque Game Engine.




--- iPhone ---
3D for iPhone Apps with Blender and SIO2: Your Guide to Creating 3D Games and More with Open-Source Software (ペーパーバック)
Tony Mullen (著)
Sybex (2010/2/15)



Create exciting, interactive 3D apps for the iPhone and iPod Touch

What a combination-using free, open-source Blender software and the SI02 game engine to create very cool 3D characters and games for the very hot devices of the moment, the iPhone and iPod Touch. Whether you're coming to this as an iPhone developer or as a Blender artist, this book is for you. Learn how to create 3D content using Blender's WYSIWYG approach, find helpful information on Xcode and other iPhone SDK topics, master physical collisions, and acquire the skills you need to bridge both worlds with fun, compelling content.

Shows you what you need to know to use Blender software, the SI02 game engine, and iPhone SDK to create interactive 3D content for the iPhone and iPod Touch
Walks you through a series of tutorials that you can use as starting points for your own creations
Provides enough information on the iPhone software developer kit (SDK) to get you started quickly
Covers Blender's physics simulation library, Bullet, and Blender's robust collision functionality
Bridge the exciting worlds of Blender and iPhone app development in an easy-to-follow pipeline with this one-of-a-kind guide.




--- その他 ---
Creating Game Art for 3D Engines (Game Development) (ペーパーバック)
Brad Strong (著)
Charles River Media; 1 Pap/Cdr版 (2007/9/21)



Learn how to create commercial-quality game art and make it come alive in a 3D engine! "Creating Game Art for 3D Engines" is the ideal guide for the serious student or aspiring animator who wants to learn how to create and successfully export game art, from simple shapes to full-blown characters. Using Autodesk(r) 3ds Max(r) to generate models and animations, and Torque as the 3D game engine, the book provides step-by-step instructions on how to model, unwrap, texture, rig, export, and script all of the essential art assets required for a game. Unlike other books that cover only art creation, Creating Game Art for 3D Engines teaches you how to create art specifically with the game engine in mind. All of the principles and techniques are universal and can be applied to any 3D software or game engine. Get ready to make your game ideas a reality! On the CD: -Sample characters and weapons -Sample pickups and script files -Screen captured movie tutorials -Trial version of the Torque Game Engine



Game Development Using An Open Source Engine (Game Development Series) (ペーパーバック)
Keaton Mullis (著), Mattias Jansson (著)
Charles River Media (2004/10/15)



About the Author
Keaton Mullis (Las Cruces, NM) is a computer programmer for Advanced Systems Technology, and is currently part of the NeoEngine development team. He has worked on a variety of studies and the U.S. Army.




--- 発売予定 ---
Game Engine Gems, Volume One (ハードカバー)
Eric Lengyel (著)
Jones & Bartlett Pub; 1版 (2010/2/15)





2010/2/15に発売予定だそうです。


Multi-Threaded Game Engine Design (ペーパーバック)
Jonathan Harbour (著)
Delmar Learning (2010/6/24)





2010/6/24に発売予定だそうです。








*** 和書 ***

ゲームエンジンプログラミング GAME DEVELOPER (大型本)
赤坂 玲音 (著)
ソフトバンククリエイティブ (2005/7/1)



ゲームエンジンとは、コンポーネント化されたプログラムを管理し、効果的に統合するためのゲームプログラムの中枢。本書は中・大規模ゲームの設計論からゲームスクリプトエンジンの実装まで、汎用的で効率の良いゲームプログラミング手法を徹底解説します!




MMORPGゲームサーバープログラミング (Game developer) (単行本)
ナム ジェウク (著), 蔡 七美 (翻訳)
ソフトバンククリエイティブ (2005/8/31)



MMORPGの本場からプロのレシピを直輸入!
日本初! MMORPGのゲームプログラミング解説書がついに登場! ネットワークパケットやデータベースの設計、キャラクター間の同期など、MMORPGの本場・韓国の極秘ノウハウを本邦初公開! Linux/Windows対応サンプルコードも完全収録した画期的な一冊です!











*** おまけ ***
最後にゲームと全然関係ないのですが、表紙に惚れた本です。
蒸気エンジン、カッコイイ!!

Model Steam Engines (Shire Library) (ペーパーバック)
Bob Gordon (著)
Shire (2010/6/22)



Model engineering was popularized by pioneering steam enthusiasts, and rapidly grew into an exciting worldwide hobby for amateur engineers. This book describes how model steam engines work, outlines the development of the machine tools used to build the models, and investigates the seven different categories of model engines, which include models built to support patent applications, and those built purely for pleasure.

The author, himself a model steam locomotive driver, also delves into the possible pitfalls and practicalities of scale model engineering. Generously illustrated, this is guaranteed to interest any aspiring engineer, as well as collectors of steam engines.






ゲームエンジン・目次
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Multiple ARIA award winning songstress Megan Washington has announced she will bring her jazz-tinged tunes to audiences at two intimate shows in Brisbane and Melbourne this April, in support of her new single Who Are You. Since bursting onto the scene in 2009 Megan Washington has walked a path of highs and introduced the music world to her own brand of pure eclectic shining pop. After winning Triple J’s Unearthed Artist competition in 2009, she went on to nab the inaugural Vanda &#038; Young Songwriting Competition followed by the 2010 APRA Songwriting award and a bunch of ARIAs just 12 months later.Washington spent the beter part of 2013 locked up in London, reconnecting with Australian record producer Samuel Dixon (Sia, Adele) to record her second full length album, yet to be titled, which is due out a little later this year.Washington&#8217;s latest single Who Are You was recorded in both London’s RAK Studios and Peter Gabriel’s New World and features a special guest. &#8220;Stella Mozgawa from Warpaint is playing the drums,&#8221; Washington told Triple J. &#8220;She came over to London and we spent a couple of weeks recording the tracks. Pretty much anything awesome has her on it.&#8221;Before her intimate performances, Megan Washington will also appear at Sydney&#8217;s Lost Picnic event at Centennial Park, on Sunday 23 March. Pre-sale tickets for the Melbourne and Brisbane show are available to Frontier members from Monday, 3rd March at 2pm AEDT until Tuesday, 4th March at 2pm AEDT.General public on sale from 9am local time, Thursday 6 March.

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Earlier this year, via a video on their website, Florida rockers Anberlin announced they are calling it quits in 2014, with one final album and one last world tour. Dedicated local fans will have an opportunity to farewell the band, as they expand their final world tour to include five Australian dates this September.“We want to do this differently than a lot of bands we’ve seen. They just end up falling flat, just giving up, hating each other,” said the band in the video. &#8220;We don’t want to fade out. We want to end with hugs and celebrate the life that was Anberlin and not be bummed about us ending. We’ve been around for ever.”Known for their ability to create a sense of intimacy with their fans, Anberlin&#8217;s past shows in Australia included acoustic performances, covers, fan requests and even live Q&#038;As. “We want to make sure that we see every single person that has given anything to this band. Whether that’s singing along, buying a t-shirt or naming their kid after us,” they continued in the short message.For the Australian leg of their farewell tour, taking place across the country this September, the band will be offering limited VIP ticket experience packages, which include entry to a soundcheck party with an exclusive acoustic set performance, separate to the show later that night.VIP tickets go on sale Friday, May 9th at 9am local time. General tickets will be on sale Tuesday, May 13th at 9am local time.

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For the first time in over a decade, former Queens of The Stone Age bassist Nick Oliveri has joined Josh Homme and the rest of the band onstage during a gig in Portland, when he was invited onstage to sing You Think I Ain’t Worth a Dollar But I Fell Like a Millionaire, a full ten years after leaving the band.The band Moistboyz, for which Oliveri acts as the touring bassist, had played the support slot for the QOTSA show and according to Antiquiet, Homme had also dedicated 2002’s Better Living Through Chemistry to Oliveri earlier in the set. Watch fan-shot footage of the reunion below.Nick Oliveri was fired from Queens Of The Stone Age by Homme in 2004 spurred by growing personal tensions between them. In 2005 Homme claimed in a BBC Radio 1 interview that Oliveri was fired when Homme had become convinced that he had been physically abusive to his (Oliveri’s) girlfriend of the time.In 2011 the embattled musician was sentenced to a 3-year felony probation period with 200 hours of community service and one year of anger management after an altercation with his girlfriend led to a tense stand off with police.The following year, a reunion looked more promising when in 2012 Oliveri was invited contributed some vocals to QOTSA’s latest album …Like Clockwork. The two seem to have mended even more wounds recently, as Oliveri concluded his QOTSA onstage reunion with a spirited round of hugs.

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