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[null,"1.","Record Nr.",null,"UNINA9910453490503321"]
[null,null,"Titolo",null,"An assessment of the SBIR program at the National Science Foundation [[electronic resource] /] / Committee for Capitalizing on Science, Technology, and Innovation: An Assessment of the Small Business Innovation Research Program ; Policy and Global Affairs, Charles W. Wessner, editor ; National Research Council of the National Academies"]
[null,null,"Pubbl/distr/stampa",null,"Washington, D.C., : National Academies Press, c2008"]
[null,null,"ISBN",null,"1-281-76741-7"]
[{"$nulls":4},"9786611767419"]
[{"$nulls":4},"0-309-66915-4"]
[null,null,"Descrizione fisica",null,"1 online resource (366 p.)"]
[null,null,"Disciplina",null,"354.2799274524"]
[null,null,"Soggetti",null,"Small business - Technological innovations - Research - United States"]
[{"$nulls":4},"Technological innovations - Research - United States"]
[{"$nulls":4},"Electronic books."]
[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","Description based upon print version of record."]
[null,null,null,"Nota di bibliografia","Includes bibliographical references."]
[null,null,"Nota di contenuto",null,"\"\"Front Matter\"\"; \"\"Contents\"\"; \"\"Preface\"\"; \"\"Summary\"\"; \"\"1 Introduction\"\"; \"\"2 Findings and Recommendations\"\"; \"\"3 Scope and Methodology\"\"; \"\"4 Overview of the NSF SBIR Program\"\"; \"\"5 Commercialization\"\"; \"\"6 Support to Agency Mission and to Small Business\"\"; \"\"7 Contributions to Knowledge\"\"; \"\"8 Program Management\"\"; \"\"Appendix A: NSF SBIR Program Data\"\"; \"\"Appendix B: NRC Phase II Survey and NRC Firm Survey\"\"; \"\"Appendix C: NRC Phase I Survey\"\"; \"\"Appendix D: Selected Case Studies\"\"; \"\"Appendix E: Structured Interview Guide Used in Coryell Study of Phase IIB Grants\"\""]
[{"$nulls":4},"\"\"Appendix F: Required NSF Postgrant Annual Commercialization Report (Deemed Ineffective by the NSF)\"\"\"\"Appendix G: Bibliography\"\""]
[null,"2.","Record Nr.",null,"UNINA9910799484703321"]
[null,null,"Autore",null,"Sung Kelvin"]
[null,null,"Titolo",null,"Basic Math for Game Development with Unity 3D : A Beginner's Guide to Mathematical Foundations / / by Kelvin Sung, Gregory Smith"]
[null,null,"Pubbl/distr/stampa",null,"Berkeley, CA : , : Apress : , : Imprint : Apress, , 2023"]
[null,null,"ISBN",null,"9781484298855"]
[{"$nulls":4},"1484298853"]
[null,null,"Edizione",null,"[2nd ed. 2023.]"]
[null,null,"Descrizione fisica",null,"1 online resource (456 pages)"]
[null,null,"Disciplina",null,"794.815260151"]
[null,null,"Soggetti",null,"Video games - Programming"]
[{"$nulls":4},"Computer science - Mathematics"]
[{"$nulls":4},"Game Development"]
[{"$nulls":4},"Mathematical Applications in Computer Science"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Description based upon print version of record."]
[null,null,"Nota di contenuto",null,"Chapter 1: Introduction and Learning Environment -- Chapter 2: Intervals and Bounding Boxes -- Chapter 3: Distances and Bounding Spheres -- Chapter 4: Vectors -- Chapter 5: Vector Dot Products -- Chapter 6: Vector Cross Products and 2D Planes -- Chapter 7: Axis Frames and Vector Components -- Chapter 8: Quaternions and Rotations -- Chapter 9: Conclusion."]
[null,null,null,"Sommario/riassunto","This book will teach you fundamental mathematical concepts using Unity-based custom examples, explaining the implementations and demonstrating how these concepts are applied in building modern video game functionality. You will learn the theoretical foundation of each concept, and then interact, examine, and modify the implementation to inspect the effects. Basic Math for Game Development with Unity 3D begins by explaining points in the 3D Cartesian Coordinate system. From there, you’ll gain insight into vectors and details of dot and cross products, quaternions, rotation and decomposition of vectors. These basic mathematical foundations are illustrated through Unity-based example implementations. Associated with these concept presentations are separate examples of how the concepts are applied in creating typical video game functionality, such as collision support, motion simulations, autonomous behaviors, shadow approximations, and reflections off surfaces with arbitrary orientations. After completing this book, you will have a thorough "]
[{"$nulls":4},"understanding of core mathematical concepts and how they are used to create compelling gameplay. You will: Understand the basic concepts of points and vectors, and their applications in game development Grasp the details of autonomous behaviors such as facing a target, following and chasing an object, and more Apply mathematical concepts in implementing modern video game functionality such as ray casting, collision, and motion control."]