LEADER 00945cam0-2200313---450- 001 990005635850403321 005 20150429150417.0 035 $a000563585 035 $aFED01000563585 035 $a(Aleph)000563585FED01 035 $a000563585 100 $a19990604d1976----km-y0itay50------ba 101 0 $aita 102 $aIT 105 $a--------001yy 200 1 $aShakespeare e il paradigma della specularità$elettura di due campioni: King Lear e A Midsummer-Night's dream$fMarcello Pagnini 210 $aPisa$cPacini$d1976 215 $a136 p.$d23 cm 225 1 $aSaggi critici$v3 610 0 $aShakespeare, William 676 $a822.33$v22$zita 700 1$aPagnini,$bMarcello$0122922 801 0$aIT$bUNINA$gRICA$2UNIMARC 901 $aBK 912 $a990005635850403321 952 $a822.33 SHAK/S 138$bBibl.57755$fFLFBC 959 $aFLFBC 996 $aShakespeare e il paradigma della specularità$9184650 997 $aUNINA LEADER 05279nam 2200733 a 450 001 9910974102603321 005 20240516191348.0 010 $a9786612305054 010 $a9781282305052 010 $a1282305050 010 $a9781847198938 010 $a1847198937 035 $a(CKB)2430000000040741 035 $a(EBL)956364 035 $a(OCoLC)798536343 035 $a(SSID)ssj0000344920 035 $a(PQKBManifestationID)12107061 035 $a(PQKBTitleCode)TC0000344920 035 $a(PQKBWorkID)10312870 035 $a(PQKB)10319058 035 $a(Au-PeEL)EBL956364 035 $a(CaPaEBR)ebr10430365 035 $a(CaONFJC)MIL230505 035 $a(PPN)228039037 035 $a(FR-PaCSA)88852053 035 $a(MiAaPQ)EBC956364 035 $a(FRCYB88852053)88852053 035 $a(DE-B1597)722258 035 $a(DE-B1597)9781847198938 035 $a(EXLCZ)992430000000040741 100 $a20101217d2009 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$a3D game development with Microsoft Silverlight 3 $ebeginner's guide : a practical guide to creating real-time responsive online 3D games in Silverlight 3 using C#, XBAP WPF, XAML, Balder, and Farseer Physics Engine /$fGasto?n C. Hillar 205 $a1st ed. 210 1$aBirmingham, United Kingdom :$cPackt Publishing,$d2009 215 $a1 online resource (452 pages) 225 0 $aLearn by doing : less theory, more results 300 $aIncludes index. 311 08$a9781847198921 311 08$a1847198929 327 $aCover; 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 327 $aTime 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 - enabling hardware acceleration 327 $aTime 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 327 $aUnderstanding 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 327 $aTime 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 327 $awith WPF 330 $aA practical guide to creating real-time responsive online 3D games in Silverlight 3 using C#, XBAP WPF, XAML, Balder, and Farseer Physics Engine 606 $aVideo games$xProgramming 606 $aThree-dimensional display systems 615 0$aVideo games$xProgramming. 615 0$aThree-dimensional display systems. 676 $a005.1 700 $aHillar$b Gasto?n C$0903111 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910974102603321 996 $a3D game development with Microsoft Silverlight 3$94336396 997 $aUNINA