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2Publicado 2019Libro electrónico
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6Publicado 2020Vídeo online
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7Publicado 2017Tabla de Contenidos: “…Creating an Instance of the Skater in the Scene -- Setting Up the Skater -- Seeing the Skater on the Screen -- Understanding SpriteKit's Debugging Information -- Hittin' the Bricks -- Creating Sidewalk Bricks -- Updating Sidewalk Bricks -- Filling the Screen with Bricks -- Leaving Gaps to Jump -- The Game Loop -- Tracking the Update Time -- Calculating Elapsed Time for Each Update -- Adjusting Scroll Speed Using the Elapsed Time -- Updating the Bricks -- Up, Up, and Away-Making the Skater Jump -- Using a Tap Gesture Recognizer -- Simulating Gravity in a Simple Way -- Checking for Landings -- What You Learned -- 16 Using the Spritekit Physics Engine -- Setting Up the Physics World -- Physics Bodies -- Giving Shape to the Physics Bodies -- Setting Properties of Physics Bodies -- Giving the skater Sprite a Physics Body -- Adding Physics Bodies to Bricks -- Contacts and Collisions -- Handling Contacts and Collisions -- Responding to Contacts -- Applying Forces to Physics Bodies -- Starting and Ending the Game -- Starting the Game -- Ending the Game -- What You Learned -- 17 Adjusting Difficulty, Collecting Gems, and Keeping Score -- Speeding Things Up -- Adding Multilevel Platforms -- Defining Multiple Brick Levels -- Changing How Bricks Spawn -- Adding Gems to Collect -- Spawning and Tracking the Gems -- Deciding When to Spawn a Gem -- Removing Gems -- Updating Gems -- Collecting Gems -- Adding Scoring and Labels -- Creating Labels -- Tracking the Score -- Updating Labels -- Updating the Player's Score -- Making the Gems Valuable -- Tracking the High Score -- Tweaking the Gameplay -- What You Learned -- 18 Game State, Menus, Sounds, and Special Effects -- Tracking Game State -- Adding a Menu System -- Creating the MenuLayer Class -- Displaying the Menu Layers When Needed -- Removing the Menu Layer -- Making Sounds -- Adding the Sound Files…”
Libro electrónico -
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9Libro electrónico
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11Publicado 2020Tabla de Contenidos: “…-- 42 From the high hill -- 43 Johnny my dear -- 44 Beacon Hill -- 45 To Fanny -- 46 Retrospective poem -- 47 A snail crawled forth -- 48 Tidmarsh's nose -- 49 The awful 30th -- 50 Acrostic -- 51 The clown and the bees: a fable after the manner of Aesop -- 52 The joys and the wishes -- 53 Society -- 54 All smatterers are more brisk and pert -- 55 Our seasons of joy -- 56 Alone -- 57 There is no cloud in heaven tonight -- 58 I cannot write of love as poets do -- 59 Brave hills of Thuring -- 60 To McArthur -- 61 My story of "the Screen" -- 62 Common the hum of the bee -- 63 On the death of Dean Bernard -- 64 Hail to thee, mighty runner! …”
Libro electrónico -
12Publicado 2015Tabla de Contenidos: “…; ""Sass mixins for the mobile-first and desktop-first media queries""; ""The mobile-first mixin ""; ""The desktop-first mixin ""; ""Dealing with legacy browsers""; ""How to use Respond.js for RWD""; ""The days of an IE-specific style sheet are dead""; ""Other benefits of not using an IE-specific style sheet""; ""How to deal with high-density screens""…”
Libro electrónico -
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15Publicado 2022Libro electrónico
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16Publicado 2021“…In Video Editions the narrator reads the book while the content, figures, code listings, diagrams, and text appear on the screen. Like an audiobook that you can also watch as a video. …”
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17Release your brilliance the 4 steps to transforming your life and revealing your genius to the worldpor Bailey, Simon T.
Publicado 2007Libro electrónico -
18Publicado 2013Libro electrónico
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19Publicado 2022Tabla de Contenidos: “…-- Tip 102: Read the Room and Adapt -- Tip 103: Do Not Look at the Screen! -- Tip 104: Physically Point to Important Information…”
Libro electrónico -
20por Green, DaleTabla de Contenidos: “…-- Dijkstra's algorithm -- The A* algorithm -- A breakdown of A* -- Representing a level as nodes -- The open and closed list -- The H, G, and F costs -- The H value -- The G value -- The F value -- The Manhattan distance -- Parenting nodes -- The pseudo-algorithm -- Coding the A* pathfinding algorithm -- The Tile datatype -- Creating supporting functions -- The Level class -- The Enemy class -- Variable declarations -- Precalculating the H values -- Defining the main loop -- Finding the adjacent nodes -- Calculating the G and F costs -- Calculating the G and F cost -- Checking for superior paths -- Creating the final path -- Implementing A* in the game -- Enabling the enemy to follow a path -- Calling the pathfinding behavior -- Viewing our path -- Procedurally generated level goals -- The variable and function declarations -- Generating a random goal -- Checking whether a goal is complete -- Drawing the goal on the screen -- Exercises -- Summary -- Chapter 9: Procedural Dungeon Generation -- The benefits of procedural level design -- Replayability -- A reduction in development time -- Larger game worlds -- Considerations -- A lack of control -- Required computing power -- Suitability -- An overview of dungeon generation overview -- Generating rooms -- Generating a maze -- Connecting rooms and mazes -- The recursive backtracker -- Procedurally generating a dungeon -- Changing how we view the maze -- Updating the Game and Level classes -- Generating a maze -- Preparing before the generation of a maze -- Carving passages -- Adding rooms -- Choosing the tile textures -- The if/else approach -- Bitwise tile maps -- Calculating the tile values -- Mapping the tile value to textures -- Calculating tile textures -- Creating unique floor themes -- Adding entry and exit points -- Setting a player's spawn location…”
Publicado 2016
Libro electrónico