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1701por Morales González, GregorioMaterias:
Publicado 2009Biblioteca de la Universidad Pontificia de Salamanca (Otras Fuentes: Universidad Loyola - Universidad Loyola Granada, Biblioteca Universitat Ramon Llull)Clic para texto completo. Acceso restringido UPSA
Libro electrónico -
1702
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1703
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1704por Delgado, Maribel
Publicado 2011Universidad Loyola - Universidad Loyola Granada (Otras Fuentes: Biblioteca de la Universidad Pontificia de Salamanca)Enlace del recurso
Libro electrónico -
1705por Rodríguez, José Ramón
Publicado 2014Biblioteca Universitat Ramon Llull (Otras Fuentes: Universidad Loyola - Universidad Loyola Granada, Biblioteca de la Universidad Pontificia de Salamanca)Libro electrónico -
1706
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1707por Green, DaleTabla de Contenidos: “…Cover -- Copyright -- Credits -- About the Author -- Acknowledgment -- About the Reviewer -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: An Introduction to Procedural Generation -- Procedural generation versus random generation -- Procedural generation -- Random generation -- Introducing randomness -- Pseudorandom number generation -- Why computers can't generate truly random numbers -- Generating random numbers in C++ -- Generating random numbers within a range -- Seeds -- Defining seeds -- Using seeds -- Generating random seeds during the runtime -- Controlled randomness is the key to generating random numbers -- The use of procedural generation in games -- Saving space -- Map generation -- Texture creation -- Animation -- Sound -- Benefits of procedural generation -- Larger games can be created -- Procedural generation can be used to lower budgets -- An increase in gameplay variety -- An increase in replayability -- The drawbacks of procedural generation -- More taxing on the hardware -- Worlds can feel repetitive -- You sacrifice quality control -- You may generate an unplayable world -- It is hard to script set game events -- A brief history of rogue-like games -- How we'll implement procedural generation -- Populating environments -- Creating unique game objects -- Creating unique art -- Audio manipulation -- Behavior and mechanics -- Dungeon generation -- Component-based design -- The complete game -- Exercises -- Summary -- Chapter 2: Project Setup and Breakdown -- Choosing an IDE -- Microsoft Visual Studio -- Code::Blocks -- Other IDEs -- Build systems -- Breaking down the game template -- Download templates -- The class diagram -- The object hierarchy -- Level data -- Collision -- Input -- Simple and Fast Multimedia Library (SFML) -- Defining SFML -- Why we'll be using SFML -- Learning SFML -- Alternatives…”
Publicado 2016
Libro electrónico -
1708Publicado 2017Materias:Libro electrónico
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1709Publicado 1994991007352919706719
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1710Publicado 2017Materias: “…Multimedia communications Congresses…”
Libro electrónico -
1711Publicado 2015Materias: “…Multimedia communications Congresses…”
Libro electrónico -
1712Publicado 2015Materias:Libro electrónico
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1713por ACM Workshop on Next-generation Residential Broadband Challenges“…Next-Generation Residential Broadband Challenges '04 : proceedings of the Association for Computing Machinery Workshop on Next-Generation Residential Broadband Challenges : October 15, 2004, New York, New York, United States of America : co-located with Association for Computing Machinery Multimedia 2004…”
Publicado 2004
Libro electrónico -
1714Publicado 1996Materias:Biblioteca Universitat Ramon Llull (Otras Fuentes: Biblioteca de la Universidad Pontificia de Salamanca, Biblioteca Universidad de Deusto, Biblioteca de la Universidad de Navarra)Libro
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1715
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1716Publicado 2024Materias:Libro electrónico
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1717
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1718
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1719
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1720