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1. |
Record Nr. |
UNISA996391879503316 |
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Autore |
Bourne Immanuel <1590-1672.> |
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Titolo |
A light from Christ leading unto Christ, by the star of his word [[electronic resource] ] : or, A divine directory for selfe-examination and preparation for the Lords Supper, to receive a sweete soule-refreshing in that holy ordinance. Profitable also for parents to prepare their children; or, a master his family for that holy sacrament. Holding forth a briefe sum or chiefe heads of direction as a helpe for children, and others to keep in memory the substance of the first principles of the oracles of God. By Immanuel Bourne, M.A. of Asheover in the county of Derby, now preacher of the Gospell to the congregation in Sepulchers Church London |
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Pubbl/distr/stampa |
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London, : Printed for John Wright at the Kings Head in the Old Bailey, 1645 |
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Descrizione fisica |
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Soggetti |
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Catechisms, English |
Theology, Doctrinal |
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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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Running title reads: A briefe catechisme. |
Annotation on Thomason copy: "7bre [i.e. September] 30th.". |
Reproduction of the original in the British Library. |
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Sommario/riassunto |
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2. |
Record Nr. |
UNINA9910645895803321 |
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Autore |
Pitt Christopher |
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Titolo |
Procedural Generation in Godot : Learn to Generate Enjoyable Content for Your Games / / by Christopher Pitt |
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Pubbl/distr/stampa |
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2023 |
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ISBN |
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Edizione |
[1st ed. 2023.] |
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Descrizione fisica |
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1 online resource (257 pages) |
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Disciplina |
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Soggetti |
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Video games - Programming |
Open source software |
Game Development |
Open Source |
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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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Chapter 1: Hand crafted vs. Procedural -- Chapter 2: Generating with Nodes -- Chapter 3: Generating with Tiles -- Chapter 4: Recreating Sokoban -- Chapter 5: Designing Levels in Pixel Art -- Chapter 6: Creating a Seeding System -- Chapter 7: Recreating Bouncy Cars -- Chapter 8: Navigating in Generated Levels -- Chapter 9: Randomized Collective Nodes within a Generated Map -- Chapter 10: Recreating Invasion -- Chapter 11: Paths and Path Followers -- Chapter 12: Interaction Systems -- Chapter 13: Recreating This War of Mine. |
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Sommario/riassunto |
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Learn the tricks of simple procedural generation and how various genres, such as racing simulators, platformers, and roguelikes, can all benefit from these techniques. In this book, you'll learn how to combine hand-crafted content with algorithms to create immersive and beautiful environments. You'll learn how to create a seeding system, so that you can replay great levels with your friends. We'll cover how to create good tilesets, how to use the tilemap editor effectively, and how to inject just the right amount of logic into an otherwise automated machine that is your own personal procedural content generation engine. We will use 2D examples to demonstrate the concepts covered throughout the book. By the time you complete this book, you’ll have a |
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good handle on how to add procedural generation to your games. What You Will Learn Learn to set up the perfect content generation system Master the tools for randomization and repeatability Understand how much content to craft versus how much to generate Who This Book Is For Basic familiarity with the Godot engine and GDScript is essential. While all concepts are explained in the book, it can be overwhelming learning these techniques at the same time as learning the engine. |
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