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[null,"1.","Record Nr.",null,"UNIBAS000005058"]
[null,null,"Autore",null,"Symmachus, Quintus Aurelius <4 saec. ex.)"]
[null,null,"Titolo",null,"Lettres / Symmaque ; texte établi, traduit et commenté par Jean-Pierre Callu"]
[null,null,"Pubbl/distr/stampa",null,"Paris : <<Les>> belles lettres"]
[null,null,"Titolo uniforme",null,"Epistularum libri decem / Symmachus, Quintus Aurelius"]
[null,null,"ISBN",null,"2-251-01262-1"]
[{"$nulls":4},"2-251-01385-7"]
[null,null,"Descrizione fisica",null,"3 volumi ; 20 cm"]
[null,null,"Collana",null,"Collection des universités de France"]
[null,null,"Disciplina",null,"876.01"]
[null,null,"Lingua di pubblicazione",null,"Francese"]
[{"$nulls":4},"Latino"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Traduzione francese con testo latino a fronte"]
[null,null,"Nota di contenuto",null,"Tome I (livres I-II). - 1972. - 238 p. Tome II (livres III-V). - 1982. - 246 p. Tome III (livres VI-VIII). - 1995. - X, 198 p."]
[null,"2.","Record Nr.",null,"UNINA9910781789503321"]
[null,null,"Autore",null,"Moore Richard J"]
[null,null,"Titolo",null,"Unreal development kit 3 [[electronic resource] ] : beginner's guide : a fun, quick, step-by-step buide to level design and creating your own game world / / Richard Moore"]
[null,null,"Pubbl/distr/stampa",null,"Birmingham, U.K., : Packt Pub., 2011"]
[null,null,"ISBN",null,"1-283-30845-2"]
[{"$nulls":4},"9786613308450"]
[{"$nulls":4},"1-84969-053-7"]
[null,null,"Edizione",null,"[1st edition]"]
[null,null,"Descrizione fisica",null,"1 online resource (244 p.)"]
[null,null,"Collana",null,"Learn by doing: less theory, more results"]
[null,null,"Disciplina",null,"006.37"]
[{"$nulls":4},"794.81526"]
[null,null,"Soggetti",null,"Video games - Programming"]
[{"$nulls":4},"UnrealScript (Computer program language)"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","\"Learn by doing : less theory, more results\"--Cover."]
[{"$nulls":4},"Includes index."]
[null,null,null,"Nota di bibliografia","Includes index."]
[null,null,"Nota di contenuto",null,"Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Level Design HQ; Time for action - UDK download and installation; UDK folder structure; Time for action - launching the editor; Autosave; Content browser; Time for action - movement and rotation; Navigation; UDK; WASD key navigation; MAYA users; BSP; Why use BSP?; Can I use static meshes to create my map without using BSP?; Dominance of static meshes; Brushes only, no static meshes; Brushes and static meshes; Time for action - using BSP brushes and static meshes"]
[{"$nulls":4},"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"]
[{"$nulls":4},"Time for action - test map and add botsSummary; Chapter 3: Applying Lighting Effects; Directional lights; Point lights; Spotlights; Skylights; "]
[{"$nulls":4},"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"]
[{"$nulls":4},"Atmospheric hazeLocalized fog; Dense haze; Time for action - creating the surface; Time for action - water volumes; Time for action - underwater; Summary; Chapter 5: Movement with Movers; Time for action - a basic elevator/door; Time for action - elevators UT style; Time for action - a continuously looping animation; Time for action - a continuously rotating animation; Time for action - attaching something; Summary; Chapter 6: Terrain; Time for action - your first terrain; Time for action - applying materials; Time for action - light mapping; Summary"]
[{"$nulls":4},"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?"]
[{"$nulls":4},"Time for action - creating a new material"]
[null,null,null,"Sommario/riassunto","A fun, quick, step by step guide to level design and creating your own game world."]