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1. |
Record Nr. |
UNINA990003287350403321 |
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Autore |
Pounds, Norman John Greville <1912-2006> |
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Titolo |
GEOGRAPHIE HISTORIQUE DE L'EUROPE |
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Pubbl/distr/stampa |
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Descrizione fisica |
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Disciplina |
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Locazione |
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Collocazione |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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2. |
Record Nr. |
UNINA9910790382603321 |
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Autore |
Bigelow Daven |
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Titolo |
Construct game development [[electronic resource] ] : beginner's guide : a guide to escalate beginners to intermediate game creators through teaching practical game creation using Scirra Construct / / Daven Bigelow |
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Pubbl/distr/stampa |
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Olton, Birmingham [England], : Packt Pub., 2012 |
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ISBN |
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1-280-67661-2 |
9786613653543 |
1-84951-661-8 |
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Descrizione fisica |
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1 online resource (298 p.) |
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Collana |
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Learn by doing : less theory, more results |
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Disciplina |
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Soggetti |
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Video games - Programming |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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Nota di contenuto |
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Cover; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Our First Look at |
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Construct; The first step: downloading and installing Construct Classic; Time for action - getting Construct Classic up and running; Step two: creating a game project; Time for action - starting a game project; Creating the project; Changing the project details; Running the project; Step three: navigating the interface of Construct Classic; Time for action - clicking our way around Construct Classic; The layout editor; The properties box; The event editor |
The animator boxThe layers box; The final step: an introduction to objects; Time for action - creating some objects; Creating an object; Drawing the sprite; Changing the appearance of the sprite; Summary; Chapter 2: Hello World! Construct Style; Sprites revisited; Time for action - creating a player sprite; Creating new animations; Animation tags; Choosing the Collisions mode; Tiled backgrounds: defining the world; Time for action - make some tiled backgrounds; Attributes: telling Construct more about our objects; Time for action - adding attributes to our objects |
Behaviors: teaching objects how to actTime for action - getting our player moving; The behaviors; Setting controls; Variables: private and global; Time for action - giving our player a life; Textboxes: giving the player a heads-up; Time for action - showing our player their health and score; Events: setting the rules and goals of a game; Time for action - very eventful games; The sprites; Events; Conditions; Actions; Summary; Chapter 3: Adding the Challenge; Before we start; Reaching the goal; Time for action - making the game winnable; Overlapping versus collision; Set activated |
Set animationAvoid the hazards; Time for action - bestowing more challenges on a player; The death of a player; Resurrecting our player; Giving the player a game over; Putting some bad guys in; Time for action - adding an enemy and making him move; Direction of motion; Falling down; Turning around; Looking for a hit; Improving our interface; Time for action - creating a background for the GUI; Summary; Chapter 4: Making Noise; A game and its music; Time for action - add some music to our game; The start of layout condition; Playing the music file; Looping the music file; Modules of music |
Time for action - play some mod musicThe Is playing condition; Loading and playing the file; Sounds: describing the action; Time for action - adding sounds; Exporting our game; Time for action - exporting our game; A note on sharing our games; Summary; Chapter 5: Practical Physics; Creating physical objects; Time for action - creating our objects; The Global property; Aligning to a grid; Setting the Physics properties; The Timer behavior; Creating a custom physics collision mask; Event sheets and groups; Time for action - creating and using Event sheets and groups; Adding a physical force |
Time for action - creating forces |
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Sommario/riassunto |
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A guide to escalate beginners to intermediate game creators through teaching practical game creation using Scirra construct with this book and ebook. |
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3. |
Record Nr. |
UNINA990008987050403321 |
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Titolo |
Journal of clinical chemistry and clinical biochemistry |
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Pubbl/distr/stampa |
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Berlin, : Walter de Gruyter |
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ISSN |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Periodico |
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4. |
Record Nr. |
UNINA9910872662703321 |
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Titolo |
1996 IEEE Intelligent Vehicles Symposium |
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Pubbl/distr/stampa |
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[Place of publication not identified], : IEEE, 1996 |
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Descrizione fisica |
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1 online resource (420 pages) |
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Disciplina |
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Soggetti |
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Automobiles - Automatic control |
Image processing |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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Bibliographic Level Mode of Issuance: Monograph |
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Sommario/riassunto |
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This major IEEE symposium presents reports on the most recent progress in the complex field of intelligent vehicles. Various approaches to solving the need of local environment orientation and identification are discussed. Highlighted is the complexity of interacting with a local moving environment, traffic and other vehicle along with the challenge of anticipating their future states techniques such as neural networks. |
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