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61Publicado 2007Tabla de Contenidos:Libro electrónico
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62por Goldstone, WillTabla de Contenidos: “…Variables in JavascriptComments; Wall attack; Declaring public variables; Assigning scripts to objects; Moving the camera; Local, private, and public variables; Understanding Translate; Implementing Translate; Testing the game so far; Making a projectile; Creating the projectile prefab; Creating and applying a material; Adding physics with a Rigidbody; Storing with prefabs; Firing the projectile; Using Instantiate() to spawn objects; Adding a force to the Rigidbody; Summary; Chapter 3: Creating the Environment; Designing the game; Using the terrain editor; Terrain menu features…”
Publicado 2011
Libro electrónico -
63Publicado 2013Tabla de Contenidos:Libro electrónico
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64por Richter, KyleTabla de Contenidos: “…Handling Rotation EventsAdding Player Movements; Watching for Touch Events; Spawning and Moving Cows; Performing a Hit Test with a UIImage; Abducting a Cow; Configuring iTunes Connect for Game Center; Getting Started with iTunes Connect; Configuring Game Center in iTunes Connect; Summary; Chapter 2: Game Center: Setting Up and Getting Started; Testing for Game Center; Authenticating with Game Center; Modifying the GameCenterManager Class; Authenticating from UFOViewController; The Sandbox; Watching for Status Changes; Working with GKLocalPlayer; Retrieving a Friends List; Friend List Avatars…”
Publicado 2011
Libro electrónico -
65por Reed, AaronTabla de Contenidos: “…Basic Artificial Intelligence; The Turing Test; Creating Sprites at Random Intervals; Randomly Spawning Sprites; Irrelevant Objects; Creating a Chasing Sprite; Creating an Evading Sprite; What You Just Did; Summary; Test Your Knowledge: Quiz; Test Your Knowledge: Exercise; Chapter 8. …”
Publicado 2010
Libro electrónico -
66por Zeid, AimanTabla de Contenidos: “…Accelerating Maturity--Not Creating Dependency Finding the Right Spot in the Org Chart Mapping the Mini-Units That a CoE Might Host How the CoE Helps Secure the Organizational Pillars People Information Processes Technical Infrastructure Culture Phased versus Big Bang Approach for Starting a CoE Finding the Right Funding Mechanism Selecting the Right Personalities Ramping up Your Change Agent Note Chapter 7 Starting the Journey: Developing a Strategy and Roadmap to Guide Your Business Transformation Knowing Where to Start Riyad Bank's Enterprise Business Intelligence Competency Center E.SUN Bank's Customer Risk Value Organization Success Story Takeaways Applying the Lessons from E.Sun and Riyad The Most Important Characteristics of Successful Business Transformation Strategies A Step-by-Step Look at the Key Components Identifying a Starting Point Summing It All Up In the End, It's about Being a Leader Appendix Snapshot of the Information Evolution Model The Individual Level: Getting along one day at a time Departmental Level: The consolidated organization The Enterprise Organization: A Common Sense of Purpose The Optimize Level Organization: Aligned and Ready The Innovate Level: Spawning and supporting new ideas Glossary About the Author Index…”
Publicado 2014
Libro electrónico -
67Publicado 2018Tabla de Contenidos: “…Cover -- Title Page -- Copyright and Credits -- Dedication -- Packt Upsell -- Contributors -- Table of Contents -- Preface -- Chapter 1: Downloading and Installing Unity -- Game engine overview -- Game engines for specific game genres -- First-person shooters (FPS) -- Third-person games -- Other game genres -- Available 3D game engines -- CryENGINE -- Lumberyard -- Microsoft's XNA Game Studio -- Unreal game engine -- Unity - past, present, and future -- Version 1.0 - 2005 -- Version 2.0 - 2007 -- Version 3.0 - 2010 -- Version 4.0 - 2012 -- Version 5.0 - 2015 -- Version 2017 - 2017 -- Version 2018 - 2018 -- The case for Unity -- Unity features -- Editor -- Graphics -- Unity community -- System requirements -- Development system requirements -- Playback system requirements -- Downloading Unity -- Installing Unity -- Summary -- Chapter 2: The Unity Interface -- Screen real estate -- Menu -- Unity -- File -- Edit -- Assets -- GameObject -- Component -- Window -- Help -- Scene view -- Game view -- Project window -- Hierarchy window -- Inspector window -- Toolbar -- Transform tools -- Gizmo Toggles -- Cloud and Account Buttons -- Layers and Layouts -- Layouts -- Summary -- Chapter 3: Designing the Game -- Game concept -- Game idea -- Input controls -- Winning and losing -- Game characters -- Cucumber Man -- Cucumber Beetle -- Gameplay -- Game world layout -- Starting condition -- Point system -- Heads-Up Display -- The difficulty balance -- Difficulty balance questions -- Implementation plan -- Project organization -- Custom assets -- Standard assets -- Organization -- Summary -- Chapter 4: Creating Our Terrain -- Creating the terrain -- Working with height maps -- Importing the terrain -- Shaping the terrain -- Smoothing our terrain -- Creating our spawn points -- Painting the terrain -- Adding water -- Saving your work -- Adding vegetation -- Summary…”
Libro electrónico -
68Publicado 2016“…Going beyond the papers, you'll also find the more personal side inspirational as Vasicek talks about the academics and professionals who made lasting impressions and collaborated, debated, and ultimately helped spawn some of his greatest thinking. Oldrich Vasicek has won virtually every important award and prize for his groundbreaking research in quantitative finance. …”
Libro electrónico -
69Publicado 2022Tabla de Contenidos: “…Further reading -- Chapter 15: Ransomware Investigations -- Ransomware initial access and execution -- Initial access -- Execution -- Discovering credential access and theft -- ProcDump -- Mimikatz -- Investigating post-exploitation frameworks -- Command and Control -- Security Onion -- RITA -- Arkime -- Investigating lateral movement techniques -- Summary -- Questions -- Further reading -- Part 5: Threat Intelligence and Hunting -- Chapter 16: Malware Analysis for Incident Response -- Malware analysis overview -- Malware classification -- Setting up a malware sandbox -- Local sandbox -- Cloud sandbox -- Static analysis -- Static properties analysis -- Dynamic analysis -- Process Explorer -- Process Spawn Control -- Automated analysis -- ClamAV -- YARA -- YarGen -- Summary -- Questions -- Further reading -- Chapter 17: Leveraging Threat Intelligence -- Threat intelligence overview -- Threat intelligence types -- The Pyramid of Pain -- The threat intelligence methodology -- Sourcing threat intelligence -- Internally developed sources -- Commercial sourcing -- Open source intelligence -- The MITRE ATT& -- CK framework -- Working with IOCs and IOAs -- Threat intelligence and incident response -- Autopsy -- Maltego -- YARA and Loki -- Summary -- Questions -- Further reading -- Chapter 18: Threat Hunting -- Threat hunting overview -- Threat hunt cycle -- Threat hunt reporting -- Threat hunting maturity model -- Crafting a hypothesis -- MITRE ATT& -- CK -- Planning a hunt -- Digital forensic techniques for threat hunting -- EDR for threat hunting -- Summary -- Questions -- Further reading -- Appendix -- Assessments -- Index -- About Packt -- Other Books You May Enjoy…”
Libro electrónico -
70Publicado 2012Tabla de Contenidos: “…5 Shellfish Aquaculture5.1 Major species in culture (oysters, clams, scallops, mussels); 5.2 History; 5.3 Biology; 5.4 Culture basics; 5.5 Extensive versus intensive culture; 5.6 Spat collection: hatchery, nursery, growout; 5.7 Cultured algae; 5.8 Spawning; 5.9 Larval development; 5.10 Setting; 5.11 Nursery and growout scale considerations; 5.12 Nursery methods; 5.13 Growout methods; 5.14 Fouling; 5.15 Fouling control strategies; 5.16 Predation; 5.17 Harvest; 5.18 Food safety; 5.19 Shellfish diseases; 5.20 Disease management options; 5.21 Genetics: selective breeding; 5.22 Triploidy…”
Libro electrónico -
71Publicado 2016Tabla de Contenidos: “…-- Adding a component -- Transforming the component -- Adding events for components -- My Blueprints tab -- Creation buttons -- Searching in my Blueprint -- Categorizing in My Blueprint -- Toolbar -- Graph editor -- Details panel -- Blueprint graph types -- Function graph -- Creating functions -- Graph settings -- Editing functions -- Macro graph -- Interface graph -- Blueprint node references -- Node colors -- Variables -- Math expression -- Creating our first Blueprint class -- Creating a new Blueprint -- Spinning static mesh -- Destroying our Blueprint Actor after some seconds -- Spawning our Blueprint class in Level Blueprint -- Summary -- Chapter 7: Matinee -- Creating a new Matinee -- Matinee window -- Manipulating an object -- Cutscene camera -- Director group -- Summary -- Chapter 8: Unreal Motion Graphics -- Setting up a project -- Creating the HUD Widget -- Creating the health bar -- Assigning our HUD to Character -- Creating floating health bars -- Summary -- Chapter 9: Particles -- Cascade particle editor -- Toolbar -- Viewport -- Navigation -- Details -- Emitter -- Emitter types -- Curve editor -- Creating a simple particle system -- Creating a simple material -- Adding gravity -- Applying the color over life module -- Adding collision module -- Playing particle in Blueprints -- Summary -- Chapter 10: Introduction to Unreal C++ -- Setting up Visual Studio 2015 -- Workflow improvements -- Creating a C++ project -- The character class -- Adding the health system…”
Libro electrónico -
72Publicado 2023Tabla de Contenidos: “…Creating the BP_Enemy blueprint -- Testing the game -- Summary -- Chapter 8: Handling Collisions -- Technical requirements -- Understanding collision detection -- Setting the collision presets -- Using collisions for game interactions -- Downloading and creating the weapon, defense tower, and fireball actors -- Picking up weapons -- Spawning a weapon for the enemy -- Defense tower firing fireballs -- Moving the fireball and checking whether the target is hit -- Processing a defense tower hit -- Summary -- Chapter 9: Improving C++ Code Quality -- Technical requirements -- Refactoring code -- Combining the PlayerAvatarAnimInstance and EnemyAnimInstance classes -- Making PangaeaCharacter the parent class of APlayerAvatar and AEnemy -- Refining code -- Using caching variables -- Creating a fireball pool -- Outputting debug messages -- Using the UE_LOG macro -- Printing debug messages to the screen -- Checking an Actor instance's actual class type -- Summary -- Part 3 - Making a Complete Multiplayer Game -- Chapter 10: Making Pangaea a Network Multiplayer Game -- Technical requirements -- Comparing single-player and multiplayer games -- Launching the multiplayer Pangaea game in the editor -- Understanding multiplayer game network modes -- Handling network synchronizations -- Notifying player attacks with RPCs -- Syncing actor variables to clients with replications -- Updating the character health bar with RepNotify -- Processing hits on the server -- Spawning fireballs on the server side -- Summary -- Chapter 11: Controlling the Game Flow -- Technical requirements -- Designing the Pangaea game's flow -- Creating the UI widgets -- Creating BP_LobbyWidget -- Creating BP_HUDWidget -- Creating BP_GameOverWidget -- Adding networking functions to PangaeaGameInstance -- Adding UI widgets to game levels -- Adding the game timer…”
Libro electrónico -
73Publicado 2023Tabla de Contenidos: “…-- Types of computer networks -- Local Area Networks -- Wide Area Networks -- Virtual Private Networks -- Introducing network protocols -- Packet switching -- TCP/IP suite -- Understanding network issues -- Security -- Packet loss -- Latency -- Introducing the Unreal Engine multiplayer system -- Network modes and server types -- The replication system -- Network role -- Pawns and PlayerControllers -- Relevance and priority -- Remote Procedure Calls -- Summary -- Credits -- Chapter 3: Testing the Multiplayer System with a Project Prototype -- Technical requirements -- Creating a multiplayer game prototype -- Setting up the project from a template -- Adding Quixel Megascans -- Modifying the Player Controller -- Testing a multiplayer game locally -- Playing as a Listen Server -- Updating over the network -- Adding additional character spawn points -- Updating properties over the network…”
Libro electrónico -
74Publicado 2018Tabla de Contenidos: “…My tank networking project -- Adding a player character -- Variable synchronization -- Network callbacks -- Sending commands -- Client RPC calls -- Creating the cannonball for the tank -- Creating the tank prefab and configuring the network lobby manager -- Adding the enemy tank -- Building and testing -- Network-enabling RPG characters -- Creating a scene for our RPG -- Networked player character -- Networked non-player character -- Synchronizing player customization and items -- Spawning NPCs and other items -- Testing our network-enabled PC and NPC -- What's next? …”
Libro electrónico -
75por Levine, John R.Tabla de Contenidos: “…Configuring and Making the Software; 3.3.2. conf-cc; 3.3.3. conf-groups; 3.3.4. conf-ld; 3.3.5. conf-patrn; 3.3.6. conf-qmail; 3.3.7. conf-spawn; 3.3.8. conf-split; 3.3.9. conf-users; 3.3.10. …”
Publicado 2004
Libro electrónico -
76Publicado 2017Tabla de Contenidos: “…Adding Artifactory credentials inside Jenkins -- Installing the Artifactory plugin in Jenkins -- Configuring the Artifactory Plugin -- Summary -- Chapter 7: Continuous Integration Using Jenkins -- Jenkins CI design -- Branching strategy -- The master branch -- The integration branch -- The feature branch -- The CI pipeline -- Toolset for CI -- Creating the CI pipeline -- Creating a new repository on GitHub -- Using the SonarQube scanner for Maven -- Writing the Jenkinsfile for CI -- Spawning a Docker container - build agent -- Downloading the latest source code from VCS -- Pipeline code to perform the build and unit test -- Pipeline code to perform static code analysis -- Pipeline code to perform integration testing -- Pipeline code to publish built artifacts to Artifactory -- Combined CI pipeline code -- Using a Jenkinsfile -- Creating a Multibranch Pipeline in Jenkins -- Re-registering the Webhooks -- Continuous Integration in action -- Viewing static code analysis in SonarQube -- Accessing SonarQube analysis right from Jenkins -- Viewing artifacts in Artifactory -- Failing the build when quality gate criteria are not met -- Summary -- Chapter 8: Continuous Delivery Using Jenkins -- Jenkins CD design -- Branching strategy -- The release branch -- CD pipeline -- Toolset for CD -- Creating a Docker image - performance testing -- Adding Docker container credentials in Jenkins -- Updating the Docker settings inside Jenkins -- Creating a performance test using JMeter -- Installing Java -- Installing Apache JMeter -- Starting JMeter -- Creating a performance test case -- Creating a thread group -- Creating a sampler -- Adding a listener -- The CD pipeline -- Writing the Jenkinsfile for CD -- Revisiting the pipeline code for CI -- Pipeline code to stash the build artifacts -- Spawning a Docker container - performance testing…”
Libro electrónico -
77por Vanhove, SanderTabla de Contenidos: “…-- Additional exercises - Sharpening the axe -- Summary -- Quiz time -- Chapter 10: Creating Menus, Making Enemies, and Using Autoloads -- Technical requirements -- Creating a menu -- Control nodes -- Creating a basic start menu -- Setting the main scene -- Making enemies -- Constructing the base scene -- Navigating enemies -- Writing the enemy script -- Damaging the player in a collision -- Spawning enemies and collectibles -- Making a Game Over screen -- Shooting projectiles -- Creating the base scene -- Writing the logic of the projectile -- Spawning projectiles -- Storing highscores in autoloads -- Using an autoload -- Creating a HighscoreManager autoload -- Autoloads in the remote tree -- Adding a UI in the main menu and game scene -- Using the highscore in the main menu -- Additional exercises - Sharpening the axe -- Summary -- Quiz time -- Chapter 11: Playing Together with Multiplayer -- Technical requirements -- A crash course in computer networking -- What is a Transport Layer? …”
Publicado 2024
Libro electrónico -
78por Coutinho, ChristopherTabla de Contenidos: “…RemoteFunction -- Summary -- Chapter 7: Roblox Services -- Roblox Services -- Workspace Service -- ReplicatedStorage Service -- Players Service -- UserInputService -- Tween Service -- ProximityPrompt Service -- RunService -- SoundService -- Lighting Service -- ContextActionService -- TeamsService -- TeleportService -- PhysicsService -- Summary -- Chapter 8: Task Library and Module Scripts -- Threading in Roblox Luau -- Task Library and Threading -- The Task.delay(time, function) Method -- The Task.spawn(function) Method -- The Task.wait(seconds) Method -- The Task.defer(function) Method -- The Task.cancel() Method -- Module Scripts -- Summary -- Chapter 9: Understanding Players, Characters, and Humanoids in Roblox -- The Roblox Player -- Player Properties, Methods, and Events -- Connection to Characters -- Common Use Cases -- The Roblox Character…”
Publicado 2023
Libro electrónico -
79Publicado 2017Tabla de Contenidos: “…. -- Testing and driving -- Setting waypoints -- Summary -- Chapter 3: A Drone for Hunters - Autonomous Duck Decoy -- Spawning a marketable deal -- Outlining the scope before you design -- Choosing the kitbash boat -- Designing the duck body for 3D printing -- The basics of 3D modeling -- Modeling with subdivs -- Box modeling 101 -- Knifing polygons -- Extruding and shifting -- Making the duck hollow -- Freezing curves into polygons - subdividing -- Booleans -- Printing large 3D models -- Testing for water-tightness -- Installing the propulsion system -- Steering and electronics -- Hooking everything up! …”
Libro electrónico -
80Publicado 2016Tabla de Contenidos: “…Saving and loading the high-score -- Preparing sound effects -- Leveling up -- Restarting the game -- Playing the rest of the sounds -- Adding sound effects while the player is reloading -- Make a shooting sound -- Play a sound when the player is hit -- Play a sound when getting a pickup -- Make a splat sound when a zombie is shot -- FAQ -- Summary -- Chapter 12: Abstraction and Code Management - Making Better Use of OOP -- The Thomas Was Late game -- Features of Thomas Was Late -- Creating a project from the template -- The project assets -- Game level designs -- GLSL Shaders -- The graphical assets close-up -- The sound assets close-up -- Adding the assets to the project -- Structuring the Thomas Was Late code -- Building the game engine -- Reusing the TextureHolder class -- Coding Engine.h -- Coding Engine.cpp -- Coding the Engine class constructor definition -- Coding the run function definition -- Coding the input function definition -- Coding the update function definition -- Coding the draw function definition -- The Engine class so far -- Coding the main function -- FAQ -- Summary -- Chapter 13: Advanced OOP - Inheritance and Polymorphism -- Inheritance -- Extending a class -- Polymorphism -- Abstract classes - virtual and pure virtual functions -- Building the PlayableCharacter class -- Coding PlayableCharacter.h -- Coding PlayableCharacter.cpp -- Building the Thomas and Bob classes -- Coding Thomas.h -- Coding Thomas.cpp -- Coding Bob.h -- Coding Bob.cpp -- Updating the game engine to use Thomas and Bob -- Updating Engine.h to add an instance of Bob and Thomas -- Updating the input function to control Thomas and Bob -- Updating the update function to spawn and update the PlayableCharacter instances -- Spawning Thomas and Bob -- Updating Thomas and Bob each frame -- Drawing Bob and Thomas -- FAQ -- Summary…”
Libro electrónico