LEADER 01356nam 2200373 n 450 001 996389862503316 005 20221103135544.0 035 $a(CKB)1000000000652015 035 $a(EEBO)2240852677 035 $a(UnM)99849916 035 $a(EXLCZ)991000000000652015 100 $a19920214d1614 uy | 101 0 $aeng 135 $aurbn||||a|bb| 200 12$aA free and offenceles iustification$b[electronic resource] $eof a lately publisht and most maliciously misinterpreted poeme: entituled Andromeda liberata 210 $aLondon $cPrinted [by Eliot's Court Press] for Laurence L'Isle and are to be sold at his shop in Pauls church-yard at the signe of the Tigers-head$d1614 215 $a[16] p 300 $aBy George Chapman. 300 $aPrinter from STC. 300 $aPartly in verse. 300 $aRunning title reads: The iustification of Perseus and Andromeda. 300 $aSignatures: *-2*⁴. 300 $aSome print show-through; some leaves cropped. 300 $aReproduction of the original in the Bodleian Library. 330 $aeebo-0014 700 $aChapman$b George$f1559?-1634.$0167784 801 0$bCu-RivES 801 1$bCu-RivES 801 2$bCStRLIN 801 2$bWaOLN 906 $aBOOK 912 $a996389862503316 996 $aA free and offenceles iustification$92306373 997 $aUNISA LEADER 00990nam a22002651i 4500 001 991000047529707536 005 20031013120924.0 008 031111s1984 gw |||||||||||||||||ger 020 $a3534093240 035 $ab12562233-39ule_inst 035 $aARCHE-059549$9ExL 040 $aDip.to Lingue$bita$cA.t.i. Arch s.c.r.l. Pandora Sicilia s.r.l. 082 04$a839.6 100 0 $aSnorri Sturluson$0439298 245 10$aGylfaginning /$cSnorri Sturluson ; Texte, bersetzung, Kommentar von Gottfried Lorenz 260 $aDarmstadt :$bWissenschaftliche Buchgesellschaft,$c1984 300 $aXIII, 669 p. ;$c22 cm 440 0$aTexte zur Forschung ;$v48 700 1 $aLorenz, Gottfried 907 $a.b12562233$b02-04-14$c13-11-03 912 $a991000047529707536 945 $aLE012 F.G. 1039$g1$i2012000066083$lle012$o-$pE0.00$q-$rl$s- $t0$u0$v0$w0$x0$y.i13014973$z13-11-03 996 $aGylfaginning$9174213 997 $aUNISALENTO 998 $ale012$b13-11-03$cm$da $e-$fger$ggw $h0$i1 LEADER 01308nam 2200337 n 450 001 996391229403316 005 20221107223720.0 035 $a(CKB)1000000000663765 035 $a(EEBO)2240939464 035 $a(UnM)99841729 035 $a(EXLCZ)991000000000663765 100 $a19910412d1594 uy | 101 0 $aeng 135 $aurbn||||a|bb| 200 14$aThe most lamentable Romaine tragedie of Titus Andronicus$b[electronic resource] $eAs it was plaide by the right honourable the Earle of Darbie, Earl of Pembrooke, and Earl of Sussex their seruants 210 $aLondon $cPrinted by Iohn Danter, and are to be sold by Edward White & Thomas Millington, at the little North doore of Paules at the signe of the Gunne$d1594 215 $a[78] p 300 $aBy William Shakespeare. 300 $aSignatures: A⁴(-A1) B-K⁴. 300 $aSome print slightly faded and some pages stained. 300 $aReproduction of the original in the Folger Shakespeare Library. 330 $aeebo-0055 700 $aShakespeare$b William$f1564-1616.$0132200 801 0$bCu-RivES 801 1$bCu-RivES 801 2$bCStRLIN 801 2$bWaOLN 906 $aBOOK 912 $a996391229403316 996 $aThe most lamentable Romaine tragedie of Titus Andronicus$92340742 997 $aUNISA LEADER 04640nam 22006615 450 001 9910484865103321 005 20230804144251.0 010 $a9781484270394 010 $a1484270398 024 7 $a10.1007/978-1-4842-7039-4 035 $a(CKB)5590000000486862 035 $a(DE-He213)978-1-4842-7039-4 035 $a(MiAaPQ)EBC6640818 035 $a(Au-PeEL)EBL6640818 035 $a(OCoLC)1256627795 035 $a(CaSebORM)9781484270394 035 $a(PPN)272268372 035 $a(Perlego)4513716 035 $a(EXLCZ)995590000000486862 100 $a20210611d2021 u| 0 101 0 $aeng 135 $aurnn#008mamaa 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aIntroduction to Video Game Engine Development $eLearn to Design, Implement, and Use a Cross-Platform 2D Game Engine /$fby Victor G Brusca 205 $a1st ed. 2021. 210 1$aBerkeley, CA :$cApress :$cImprint: Apress,$d2021. 215 $a1 online resource (XXIII, 382 p. 36 illus.) 311 08$a9781484270387 311 08$a148427038X 327 $aChapter 1: MmgBase API Introduction -- Chapter 2: Base Classes -- Chapter 3: Helper Classes -- Chapter 4: Other Classes -- Chapter 5: Advanced Classes -- Chapter 6: Widget Classes -- Chapter 7: Animation Classes -- Chapter 8: Game Screen Classes -- Chapter 9: MmgCore API Introduction -- Chapter 10: Static Main Entry Point -- Chapter 11: Dynamic Settings -- Chapter 12: Event Handlers -- Chapter 13: Resource Loading -- Chapter 14: Game Screens -- Chapter 15: Game Build Introduction -- Chapter 16: PongClone Project Setup -- Chapter 17: PongClone Main Menu Screen -- Chapter 18: PongClone Game Screen -- Chapter 19: Conclusion. 330 $aStart your video game development journey by learning how to build a 2D game engine from scratch. Using Java (with NetBeans as your IDE and using Java?s graphics framework) or by following along in C# (with Visual Studio as your IDE and using the MonoGame framework), you?ll cover the design and implementation of a 2D game engine in detail. Each class will be reviewed with demonstration code. You?ll gain experience using the engine by building a game from the ground up. Introduction to Video Game Engine Development reviews the design and implementation of a 2D game engine in three parts. Part 1 covers the low-level API class by class. You?ll see how to abstract lower-level functionality and design a set of classes that interact seamlessly with each other. You?ll learn how to draw objects, play sounds, render text, and more. In Part 2, you?ll review the mid-level API that is responsible for drawing the game, loading resources, and managing user input. Lastly, in Part 3, you?ll build a game from the ground up following a step-by-step process using the 2D game engine you just reviewed. On completing this book, you?ll have a solid foundation in video game engine design and implementation. You?ll also get exposure to building games from scratch, creating the solid foundation you?ll need to work with more advanced game engines, and industry tools, that require learning complex software, APIs, and IDEs. You will: Gain experience with lower-level game engine APIs and abstracting framework functionality Write application-level APIs: launching the game, loading resources, settings, processing input, and more Discover cross-platform APIs in the game engine projects written in both Java and C#/MonoGame Develop games with an SDK-based game engine and simplified tool chain focused on direct control of the game through code Master creating games by using the game engine to build a game from the ground up with only code and an IDE. 606 $aComputer games?Programming 606 $aJava (Computer program language) 606 $aComputer programming 606 $aProgramming languages (Electronic computers) 606 $aGame Development 606 $aJava 606 $aProgramming Techniques 606 $aProgramming Language 615 0$aComputer games?Programming. 615 0$aJava (Computer program language) 615 0$aComputer programming. 615 0$aProgramming languages (Electronic computers) 615 14$aGame Development. 615 24$aJava. 615 24$aProgramming Techniques. 615 24$aProgramming Language. 676 $a794.81526 700 $aBrusca$b Victor G.$0915531 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910484865103321 996 $aIntroduction to Video Game Engine Development$92052286 997 $aUNINA