Mostrando 3,261 - 3,280 Resultados de 27,198 Para Buscar 'Skreen~', tiempo de consulta: 1.57s Limitar resultados
  1. 3261
    por Green, Gerald
    Publicado 1979
    Libro
  2. 3262
    por Green, André
    Publicado 1986
    Libro
  3. 3263
    por Green, Nicholas
    Publicado 1991
    Libro
  4. 3264
    por Green, André
    Publicado 1990
    Libro
  5. 3265
    por Green, André
    Publicado 1982
    Libro
  6. 3266
    por Green, André
    Publicado 1975
    Libro
  7. 3267
    por Green, André
    Publicado 1993
    Libro
  8. 3268
    Capítulo
  9. 3269
    Capítulo
  10. 3270
    por Green, Eda
    Publicado 1912
    Libro
  11. 3271
    por Green, André
    Publicado 1998
    Libro
  12. 3272
    Publicado 1999
    Acceso restringido con credenciales UPSA
    Libro electrónico
  13. 3273
    por Green, Hannah
    Publicado 1964
    Libro
  14. 3274
    por Breen, Else
    Publicado 1984
    Libro
  15. 3275
    por Green, Hardy
    Publicado 2018
    “…., a firm hired by the strikers to advance their cause, Hardy Green offers the first insider’s account of this watershed strike. …”
    Libro electrónico
  16. 3276
    por Breen, Christopher
    Publicado 2010
    Libro electrónico
  17. 3277
    por Green, Dale
    Publicado 2016
    Tabla 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…”
    Libro electrónico
  18. 3278
    por Krenn, Kurt
    Publicado 1962
    991002117529706719
  19. 3279
    por Green, André
    Publicado 1970
    991006972429706719
  20. 3280
    por Green, Bryan
    Publicado 1951
    991002349709706719