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1. |
Record Nr. |
UNINA9910466570403321 |
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Autore |
Thorn Alan |
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Titolo |
Unity 2018 by example : learn about game and virtual reality development by creating five engaging projects / / Alan Thorn |
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Pubbl/distr/stampa |
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Birmingham ; ; Mumbai : , : Packt, , 2018 |
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ISBN |
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Edizione |
[Second edition.] |
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Descrizione fisica |
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1 online resource (485 pages) : illustrations |
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Disciplina |
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Soggetti |
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Computer games - Design |
Computer games - Development |
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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Previous edition published: 2016. |
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Nota di bibliografia |
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Includes bibliographical references. |
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Sommario/riassunto |
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Build exciting 2D/3D games and virtual reality applications with the help of hands-on examples Key Features Create five different types of games from scratch with Unity 2018 Import custom content into Unity from third-party tools such as Maya and Blender Learn to build NPCs with artificial intelligent behavior. Book Description Unity is the most exciting and popular engine used for developing games. With its 2018 release, Unity has become the primary source of both game development and virtual reality content. In Unity 2018 By Example, you'll learn how to use Unity in order to make amazing games from popular genres - from action shooters to mind-bending puzzle games to adventure and Virtual Reality (VR) games. Even if you have no previous experience of using Unity, this book will help you understand the toolsets it provides in depth. In addition to this, you'll understand how to create time-critical collection games, twin-stick space shooters, platformers, and action-fest games with intelligent enemies. Finally, you'll get to grips with creating VR games with the new toolsets introduced by Unity to help you develop amazing VR experiences. To make things easier, you will be provided with step-by-step tutorials for making five great games in Unity 2018, along with a detailed explanation of all the fundamental concepts. By the end of this book, |
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you'll have established a strong foundation in making games with Unity 2018. What you will learn Understand core Unity concepts, such as game objects, components, and scenes Study level-design techniques for building immersive and interesting worlds Make functional games with C# scripting Use the toolset creatively to build games with different themes and styles Handle player controls and input functionality Work with terrains and world-creation tools Get to grips with making both 2D and 3D games Who this book is for You don't need to have any previous experience with Unity to enjoy Unity 2018 By Example, although you need to have basic knowledge of C#. Downloading the example code for this book You can download the example code files for all Packt books you have purchased from your account at http://www.PacktPub.com. If you purchased this book elsewhere, you can visit http://www.PacktPub.com/support and register to have the files e-mailed directly to you. |
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2. |
Record Nr. |
UNINA9910797404403321 |
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Autore |
Watson Francis <1956-> |
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Titolo |
Gospel writing : a canonical perspective / / Francis Watson |
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Pubbl/distr/stampa |
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Grand Rapids, Michigan ; ; Cambridge, England : , : William B. Eerdmans Publishing Company, , 2013 |
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©2013 |
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ISBN |
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Descrizione fisica |
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1 online resource (583 pages) |
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Disciplina |
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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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Nota di bibliografia |
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Includes bibliographical references and indexes. |
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Nota di contenuto |
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Prologue -- The Eclipse of the Fourfold Gospel -- Reframing Gospel Origins -- The Canonical Construct -- In lieu of a conclusion: Seven Theses on Jesus and the Canonical Gospel |
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Sommario/riassunto |
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That there are four canonical versions of the one gospel story is often seen as a problem for Christian faith: where gospels multiply, so too do apparent contradictions that may seem to undermine their truth claims. |
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In Gospel Writing Francis Watson argues that differences and tensions between canonical gospels represent opportunities for theological reflection, not problems for apologetics.Watson presents the formation of the fourfold gospel as the defining moment in the reception of early gospel literature -- and also of Jesus himself as the subject matter of that literature. As the canonical division sets four gospel texts alongside one another, the canon also creates a new, complex, textual entity more than the sum of its parts. A canonical gospel can no longer be regarded as a definitive, self-sufficient account of its subject matter. It must play its part within an intricate fourfold polyphony, and its meaning and significance are thereby transformed.In elaborating these claims, Watson proposes nothing less than a new paradigm for gospel studies — one that engages fully with the available noncanonical material so as to illuminate the historical and theological significance of the canonical.. |
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3. |
Record Nr. |
UNINA9910728789503321 |
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Autore |
Ramesh Sangaralingam (UCL, UK) |
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Titolo |
Elasticity [[electronic resource] ] : what is it and why is it important? / / Sangaralingam Ramesh |
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Pubbl/distr/stampa |
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London, : Henry Stewart Talks, 2019 |
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Descrizione fisica |
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1 online resource (1 streaming video file (22 min.) : color, sound) |
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Collana |
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Introduction to microeconomics, , 2056-4570 |
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Soggetti |
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Business logistics |
Elasticity (Economics) |
Microeconomics |
Supply and demand |
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Lingua di pubblicazione |
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Formato |
Videoregistrazione |
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Livello bibliografico |
Monografia |
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Note generali |
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Animated audio-visual presentation with synchronized narration. |
Title from title frames. |
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Nota di contenuto |
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Contents: Elasticity -- Demand and supply -- Percentage change method -- Elastic demand -- Inelastic demand -- Cross elasticity of |
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demand CPED -- Arc elasticity -- Point elasticity -- Price elasticity of supply. |
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