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Record Nr. |
UNINA9910782069703321 |
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Autore |
Rondoni Davide |
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Titolo |
Communion and liberation [[electronic resource] ] : a movement in the church / / edited by Davide Rondoni ; translated by Patrick Stevenson and Susan Scott |
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Pubbl/distr/stampa |
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Montreal ; ; Ithaca, : Published for Cooperativa Editoriale Nuovo Mondo by McGill-Queen's University Press, c2000 |
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ISBN |
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1-282-85848-3 |
9786612858482 |
0-7735-6829-8 |
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Descrizione fisica |
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1 online resource (196 p.) |
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Altri autori (Persone) |
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Disciplina |
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Soggetti |
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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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Translation of: Comunione e liberazione : un movimento nella Chiesa, published: Milan : Cooperative Editoriale Nuovo Mondo, c1998. |
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Nota di bibliografia |
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Includes bibliographical references (p. [183]-185). |
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Nota di contenuto |
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Intro; Contents; Introductory note; Recognizing Christ by Luigi Giussani; 1 Communion and Liberation: A Movement; 2 A Brief Profile of Luigi Giussani; 3 A Few Words of History; 4 A Life Event; 5 Forms of Community Life Resulting from the CL Experience; 6 An Example of Adult, Free, and Responsible Social Initiative; Appendix; How a Movement Is Born; Pope John Paul II Addresses CL on Its Thirtieth Anniversary; Letter from Cardinal Opilio Rossi Accompanying the Decree of Recognition of the Fraternity; Decree of Recognition; Letter to the New Members of the Fraternity |
From the Statute to the Memores Domini AssociationThe Fulfilment of a History; Notes; Bibliography of Selected Works; Contacting Communion and Liberation |
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Sommario/riassunto |
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The Communion and Liberation movement began in Milan, Italy, in the 1950s as an attempt to communicate the awareness that Christ is the one true response to the deepest needs of people at every moment of history. The person who encounters and welcomes the presence of Christ undergoes a conversion that affects not only the individual but also the surrounding environment. The movement spread rapidly throughout Italy and is now present in some seventy countries around |
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the world, including people of all ages and in every occupation at every level of society. Communion and Liberation traces the history of the movement, illuminating the main characteristics of its structure and the experiences of its members. The introduction by Monsignor Luigi Giussani is a testament to his devotion to the Church and to his followers. The appendices include Pope John Paul II's moving address to the ecclesiastic movements and the new communities within the Church and Monsignor Giussani's description of his meeting with the pope in Rome, 30 May, 1998. An inspiration to all, Communion and Liberation will be of interest to scholars of religious movements as well as to all those interested in reassessing their lives. |
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2. |
Record Nr. |
UNINA9910956649603321 |
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Autore |
Moore Richard J |
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Titolo |
Unreal development kit 3 : beginner's guide : a fun, quick, step-by-step buide to level design and creating your own game world / / Richard Moore |
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Pubbl/distr/stampa |
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Birmingham, U.K., : Packt Pub., 2011 |
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ISBN |
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9786613308450 |
9781283308458 |
1283308452 |
9781849690539 |
1849690537 |
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Edizione |
[1st edition] |
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Descrizione fisica |
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1 online resource (244 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 |
UnrealScript (Computer program language) |
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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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"Learn by doing : less theory, more results"--Cover. |
Includes index. |
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Nota di bibliografia |
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Nota di contenuto |
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Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Level Design |
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HQ; Time for action - UDK download and installation; UDK folder structure; Time for action - launching the editor; Autosave; Content browser; Time for action - movement and rotation; Navigation; UDK; WASD key navigation; MAYA users; BSP; Why use BSP?; Can I use static meshes to create my map without using BSP?; Dominance of static meshes; Brushes only, no static meshes; Brushes and static meshes; Time for action - using BSP brushes and static meshes |
Additive and subtractiveAdditive; Subtractive; Unreal scale and proportions; Grid snapping; Viewport options; Summary; Chapter 2: Hello UDK; Your first map; Time for action - setup, where to save the file, what to name it; Why CSG?; Time for action - the builder brush and our first cube; Subtractive; Brush Order; Time for action - geometry editing tool; Time for action - building our first room; Time for action - placing lights and a player start; Time for action - creating a hallway and a second room; Time for action - applying materials to CSG surfaces; Surface Properties |
Time for action - test map and add botsSummary; Chapter 3: Applying Lighting Effects; Directional lights; Point lights; Spotlights; Skylights; Time for action - different types of light; Point lights; Spotlights; Directional lights; Skylights; Time for action - lightmaps; Time for action - adjusting lightmaps on CSG surfaces; Time for action - lightmaps on static meshes; Summary; Chapter 4: Battling the Elements; Time for action - the basics; Time for action - add a new particle emitter; Time for action - the smoke example; Time for action - adding height fog; Setting parameters; Uses |
Atmospheric hazeLocalized fog; Dense haze; Time for action - creating the surface; Time for action - water volumes; Time for action - underwater; Summary; Chapter 5: Movement with Movers; Time for action - a basic elevator/door; Time for action - elevators UT style; Time for action - a continuously looping animation; Time for action - a continuously rotating animation; Time for action - attaching something; Summary; Chapter 6: Terrain; Time for action - your first terrain; Time for action - applying materials; Time for action - light mapping; Summary |
Chapter 7: Adding Gameplay Elements into your MapAdding gameplay elements; Time for action - naming your map; Time for action - adding a player start; Time for action - play in editor; Time for action - placing pickups; Time for action - placing weapons; Time for action - placing jump pads; Time for action - adding other game object types; Bot pathing; Time for action - adding path nodes; Summary; Chapter 8: Complex Event Sequences; Time for action - a simple sequence; Time for action - basic UIScene; Time for action - basic cut scene; Summary; Chapter 9: Materials; What is a material? |
Time for action - creating a new material |
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Sommario/riassunto |
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A fun, quick, step by step guide to level design and creating your own game world. |
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