LEADER 02119nam 2200649 450 001 9910785097203321 005 20230617041810.0 010 $a0-19-191643-9 010 $a0-19-152344-5 010 $a1-280-76294-2 010 $a0-19-151309-1 010 $a1-4294-2116-9 035 $a(CKB)1000000000408398 035 $a(StDuBDS)AH24079088 035 $a(SSID)ssj0000118739 035 $a(PQKBManifestationID)11139600 035 $a(PQKBTitleCode)TC0000118739 035 $a(PQKBWorkID)10052909 035 $a(PQKB)11745537 035 $a(MiAaPQ)EBC422890 035 $a(MiAaPQ)EBC4700209 035 $a(StDuBDS)EDZ0002339156 035 $a(Au-PeEL)EBL4700209 035 $a(CaPaEBR)ebr11272768 035 $a(CaONFJC)MIL76294 035 $a(OCoLC)960165805 035 $a(EXLCZ)991000000000408398 100 $a20161011h20052004 uy 0 101 0 $aeng 135 $aur||||||||||| 181 $ctxt 182 $cc 183 $acr 200 10$aCatastrophes and lesser calamities $ethe causes of mass extinctions /$fTony Hallam 210 1$aOxford, England :$cOxford University Press,$d2005. 210 4$dİ2004 215 $a1 online resource (xiii, 226 p. ) $cill., maps, ports 225 1 $aOxford scholarship online 300 $aPreviously issued in print: 2004. 311 $a0-19-852497-8 311 $a0-19-280668-8 320 $aIncludes bibliographical references and index. 330 8 $aGeologist Tony Hallam takes readers on a tour of the Earth's history, and of the cataclysmic events, as well as the more gradual extinctions, that have punctuated life on Earth throughout the past 500 million years. 410 0$aOxford scholarship online. 606 $aExtinction (Biology) 606 $aCatastrophes (Geology) 615 0$aExtinction (Biology) 615 0$aCatastrophes (Geology) 676 $a576.84 700 $aHallam$b Tony$034664 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910785097203321 996 $aCatastrophes and lesser calamities$93761295 997 $aUNINA LEADER 03723nam 22005655 450 001 9910349528803321 005 20200703082718.0 010 $a9781484250730 010 $a1484250737 024 7 $a10.1007/978-1-4842-5073-0 035 $a(CKB)4100000009375045 035 $a(DE-He213)978-1-4842-5073-0 035 $a(MiAaPQ)EBC5906278 035 $a(CaSebORM)9781484250730 035 $a(PPN)242826474 035 $a(OCoLC)1126570343 035 $a(OCoLC)on1126570343 035 $a(EXLCZ)994100000009375045 100 $a20190925d2019 u| 0 101 0 $aeng 135 $aurnn|008mamaa 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aBeginning Game Development with Amazon Lumberyard $eCreate 3D Games Using Amazon Lumberyard and Lua /$fby Jaken Chandler Herman 205 $a1st ed. 2019. 210 1$aBerkeley, CA :$cApress :$cImprint: Apress,$d2019. 215 $a1 online resource (XI, 234 p. 107 illus., 2 illus. in color.) 300 $aIncludes index. 311 08$a9781484250723 311 08$a1484250729 327 $aChapter 1: Environment Setup and Introduction to the Engine -- Chapter 2: Learning to Navigate the Engine -- Chapter 3: Creating your first Project -- Chapter 4: Terrain Development -- Chapter 5: Entities and Slices -- Chapter 6: Components -- Chapter 7: Creating the Enemy -- Chapter 8: Scripting and Physics -- Chapter 9: Polishing -- Chapter 10: Setting up a User Interface -- Chapter 11: Exporting the Game. 330 $aCreate stunning 3D games in a short amount of time using Amazon Lumberyard, a free and exciting game development platform. This book is a ground-up, out-of-the-box tutorial on 3D game development and programming with Lua and Amazon Lumberyard with little or no game development experience required. Beginning Game Development with Amazon Lumberyard walks you through the user interface of the Amazon Lumberyard engine; teaches you how to develop detailed terrain using heightmaps, megatextures, weather, and vegetation; and takes you through exporting the game for distribution. The book will show you how to create a player as well as enemies while not getting bogged down with third-party tools for animation or model creation. You will also work with simple physics, colliders, meshes, weather generation, Lua scripting, user interface development, and much more. By the end of the book, you will be able to create many different types of video games using the Amazon Lumberyard engine and even have a completed project ready to release or put in your portfolio. You will: Discover the mechanics and terminology of game development Familiarize yourself with the Amazon Lumberyard game engine in detail Modify game scripts using the Lua language Discover how to optimally structure game layers. 606 $aComputer games?Programming 606 $aProgramming languages (Electronic computers) 606 $aGame Development$3https://scigraph.springernature.com/ontologies/product-market-codes/I29040 606 $aProgramming Languages, Compilers, Interpreters$3https://scigraph.springernature.com/ontologies/product-market-codes/I14037 615 0$aComputer games?Programming. 615 0$aProgramming languages (Electronic computers) 615 14$aGame Development. 615 24$aProgramming Languages, Compilers, Interpreters. 676 $a794.815 700 $aHerman$b Jaken Chandler$4aut$4http://id.loc.gov/vocabulary/relators/aut$01061085 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910349528803321 996 $aBeginning Game Development with Amazon Lumberyard$92517373 997 $aUNINA