Materias dentro de su búsqueda.
Materias dentro de su búsqueda.
- Development 985
- Application software 893
- Engineering and Technology 701
- Physical Sciences 701
- Management 514
- Kierkegaard, Søren 505
- Medicine 480
- Design 419
- Data processing 405
- Health Sciences 381
- History 374
- Computer networks 352
- Life Sciences 326
- Programming 324
- Computer graphics 318
- Web site development 297
- Artificial intelligence 290
- Computer programs 289
- Web sites 288
- Cloud computing 279
- Engineering 277
- Digital techniques 273
- Machine learning 273
- Engineering & Applied Sciences 270
- Research 266
- Photography 260
- Computer software 256
- Operating systems (Computers) 252
- Périodiques 239
- Information technology 223
-
3261
-
3262
-
3263
-
3264
-
3265
-
3266
-
3267
-
3268
-
3269
-
3270
-
3271
-
3272Publicado 1999Biblioteca de la Universidad Pontificia de Salamanca (Otras Fuentes: Biblioteca Universitat Ramon Llull)Acceso restringido con credenciales UPSA
Libro electrónico -
3273
-
3274
-
3275por Green, Hardy“…., a firm hired by the strikers to advance their cause, Hardy Green offers the first insider’s account of this watershed strike. …”
Publicado 2018
Libro electrónico -
3276
-
3277por 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 -
3278
-
3279
-
3280