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1. |
Record Nr. |
UNINA9910455710503321 |
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Autore |
Hillar Gastón C |
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Titolo |
3D game development with Microsoft Silverlight 3 [[electronic resource] ] : beginner's guide : a practical guide to creating real-time responsive online 3D games in Silverlight 3 using C#, XBAP WPF, XAML, Balder, and Farseer Physics Engine / / Gastón C. Hillar |
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Pubbl/distr/stampa |
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Birmingham, U.K., : Packt Pub., 2009 |
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ISBN |
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1-282-30505-0 |
9786612305054 |
1-84719-893-7 |
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Descrizione fisica |
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1 online resource (452 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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Computer games - Programming |
Three-dimensional display systems |
Electronic books. |
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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; Table of Contents; Preface; Chapter 1: Lights, Camera, and Action!; UFOs in the sky!: Invaders; Time for action - preparing the development environment; Time for action - recognizing digital art assets; Time for action - creating the raster digital content; Digital Content Creation tools; Basic elements of a 2D and/or 3D real-time game; Programming responsibilities; Time for action - installing tools to manipulate; scalable digital content; XAML works fine with Silverlight 3; Time for action - creating the scalable digital content in XAML; Previewing and scaling XAML vector graphics |
Time for action - testing the scalable digital contentusing XamlPad; Editing vector illustrations using Expression Design; Preparing a gaming framework; Time for action - creating Silverlight applications; Time for action - building and running Silverlight applications; Programming event handlers in the main page; Time for action - creating XBAP WPF applications; Time for action - building and running the; XBAP WPF applications; Summary; Chapter 2: Working with 2D Characters; Creating an accelerated graphics viewport; Time for action |
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- enabling hardware acceleration |
Time for action - transforming media using the GPUCaching rendered content; Scaling and rotating a vector-based illustration; Time for action - shaking many illustrations at the same time; Running loops faster; Accelerating transforms and blends; Using 2D vectors; Time for action - detecting GPU-acceleration problems; Understanding GPU acceleration limitations; Creating encapsulated object-oriented characters; Time for action - creating User Control classes to hold images; Time for action - displaying images and sprites; Showing a sprite on the screen; Defining the behavior |
Understanding dimensionsManaging resolutions; Screen resolutions; Summary; Chapter 3: Combining Sprites with Backgrounds; The first remake assignment; Time for action - creating sprites based on XAML; vector-based graphics; Defining the relative center point; Time for action - creating a specialized sprite; management class; Taking full advantage of object-oriented capabilities; Preparing the classes for inheritance; Wrapping a UserControl to manage it; Time for action - creating a superclass for some characters; Time for action - creating the subclasses for the characters |
Time for action - creating methods for the game loopCreating objects on the fly; Managing dynamic objects; Time for action - writing the game loop; Animating multiple sprites; Managing a complex game loop; Time for action - detecting collisions between 2D characters; Using colors to paint sprites; Summary; Chapter 4: Working with 3D Characters; The second remake assignment; Time for Action - exporting a 3D model without; considering textures; XAML 3D models; Time for action - from DCC tools to WPF; XBAP WPF applications with 3D content; Time for action - displaying a 3D model in a 2D screen |
with WPF |
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Sommario/riassunto |
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A practical guide to creating real-time responsive online 3D games in Silverlight 3 using C#, XBAP WPF, XAML, Balder, and Farseer Physics Engine |
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2. |
Record Nr. |
UNINA9910778496703321 |
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Autore |
Krishna Vijay |
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Titolo |
Auction theory [[electronic resource] /] / Vijay Krishna |
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Pubbl/distr/stampa |
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Boston, : Elsevier Academic Press, 2009 |
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ISBN |
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1-282-28561-0 |
9786612285615 |
0-08-092293-7 |
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Edizione |
[2nd ed.] |
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Descrizione fisica |
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1 online resource (337 p.) |
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Disciplina |
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Soggetti |
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Auctions - Mathematical models |
Game theory |
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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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Description based upon print version of record. |
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Nota di contenuto |
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Front Cover; Title Page; Copyright Page; Dedication Page; Table of Contents; Preface; Chapter 1. Introduction; 1.1 Some Common Auction Forms; 1.2 Valuations; 1.3 Equivalent Auctions; 1.4 Revenue versus Efficiency; 1.5 What Is an Auction?; 1.6 Outline of Part I; Part I: Single-Object Auctions; Chapter 2. Private Value Auctions: A First Look; 2.1 The Symmetric Model; 2.2 Second-Price Auctions; 2.3 First-Price Auctions; 2.4 Revenue Comparison; 2.5 Reserve Prices; Chapter 3. The Revenue Equivalence Principle; 3.1 Main Result; 3.2 Some Applications of the Revenue Equivalence Principle |
3.2.1 Unusual Auctions3.2.2 Uncertain Number of Bidders; Chapter 4. Qualifications and Extensions; 4.1 Risk-Averse Bidders; 4.2 Budget Constraints; 4.2.1 Second-Price Auctions; 4.2.2 First-Price Auctions; 4.2.3 Revenue Comparison; 4.3 Asymmetries among Bidders; 4.3.1 Asymmetric First-Price Auctions with Two Bidders; 4.3.2 Revenue Comparison; 4.3.3 Efficiency Comparison; 4.4 Resale and Efficiency; Chapter 5. Mechanism Design; 5.1 Mechanisms; 5.1.1 The Revelation Principle; 5.1.2 Incentive Compatibility; 5.1.3 Individual Rationality; 5.2 Optimal Mechanisms; 5.2.1 Setup; 5.2.2 Solution |
5.2.3 Discussion and Interpretation5.2.4 Auctions versus Mechanisms; 5.3 Efficient Mechanisms; 5.3.1 The VCG Mechanism; 5.3.2 Budget Balance; 5.3.3 An Application to Bilateral Trade; Chapter 6. Auctions |
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with Interdependent Values; 6.1 The Symmetric Model; 6.2 Second-Price Auctions; 6.3 English Auctions; 6.4 First-Price Auctions; 6.5 Revenue Comparisons; 6.5.1 English versus Second-Price Auctions; 6.5.2 Second-Price versus First-Price Auctions; 6.6 Efficiency; Chapter 7. The Revenue Ranking ("Linkage") Principle; 7.1 The Main Result; 7.2 Public Information; 7.3 An Alternative Linkage Principle |
Chapter 8. Asymmetries and Other Complications8.1 Failures of the Linkage Principle; 8.2 Asymmetric Equilibria in Symmetric Second-Price Auctions; 8.3 Asymmetrically Informed Bidders; 8.4 Reserve Prices and Entry Fees; Chapter 9. Efficiency and the English Auction; 9.1 The Single Crossing Condition; 9.2 Two-Bidder Auctions; 9.3 The Average Crossing Condition; 9.4 Three or More Bidders; 9.5 Proof of Proposition 9.2; 9.6 Miscellany; Chapter 10. Mechanism Design with Interdependent Values; 10.1 Efficient Mechanisms; 10.2 Optimal Mechanisms; Chapter 11. Bidding Rings |
11.1 Collusion in Second-Price Auctions11.1.1 Efficient Collusion; 11.1.2 Reserve Prices in the Face of Collusion; 11.2 Collusion in First-Price Auctions; Part II: Multiple-Object Auctions; Chapter 12. An Introduction to Multiple-Object Auctions; 12.1 Sealed-Bid Auctions for Selling Identical Units; 12.1.1 Discriminatory Auctions; 12.1.2 Uniform-Price Auctions; 12.1.3 Vickrey Auctions; 12.2 Some Open Auctions; 12.2.1 Dutch Auctions; 12.2.2 English Auctions; 12.2.3 Ausubel Auctions; Chapter 13. Equilibrium and Efficiency with Private Values; 13.1 The Basic Model; 13.2 Vickrey Auctions |
13.3 Efficiency in Multiunit Auctions |
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Sommario/riassunto |
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Vijay Krishna's 2e of Auction Theory improves upon his 2002 bestseller with a new chapter on package and position auctions as well as end-of-chapter questions and chapter notes. Complete proofs and new material about collusion complement Krishna's ability to reveal the basic facts of each theory in a style that is clear, concise, and easy to follow. With the addition of a solutions manual and other teaching aids, the 2e continues to serve as the doorway to relevant theory for most students doing empirical work on auctions. Focuses on key auction types and serves |
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