EVE online [[electronic resource] ] : ISK strategy guide / / Y. Michael Xu |
Autore | Xu Y. Michael |
Pubbl/distr/stampa | Birmingham, Eng., : Packt Publishing, 2012 |
Descrizione fisica | 1 online resource (212 p.) |
Disciplina | 004.16 |
Soggetto topico |
Computer games
Computer adventure games |
Soggetto genere / forma | Electronic books. |
ISBN |
1-283-71499-X
1-84969-375-7 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: I Want to Play EVE for Free!; What is ISK?; I'm the richest capsuleer in EVE; now what?; How to play EVE for free!; Creating your persona; Choosing one of the four; The Amarr Empire; The Caldari State; The Gallente Federation; The Minmatar Republic; Planning your character; The portrait studio; Choosing your ancestry and education; The first days; What skills to focus on; The certification planner; Neural remapping; Summary
Chapter 2: When I Grow Up I Want to be a (Wealthy) MinerWhy mining?; Getting started; What to mine; A word about system security status; Ore types; Where should you mine?; Scouting your new home; Basic skills of a miner; Your first mining ship; How to equip your first ship; Mining techniques; Cargohold mining; Jetcan mining; The Industrial ships; Selling your stock; Your next mining ship; The Arbitrator; The Osprey; The Vexor; The Scythe; Taking mining to the next level; Here comes the math; Cycles and mining yield; Picking your next ship; The Procurer; The Retriever; The Covetor Advanced skills of a minerCalculating your refine yield; The ultimate miner; Tech II strip miners and mining crystals; The Skiff; The Mackinaw; The Hulk; Perfecting your skills; Mining Ice and Mercoxit; Summary; Chapter 3: Mission Running; Why mission running?; Mission types; Courier missions; Kill missions; Agents and how they work; Understanding your foe; What ship to use to maximize earnings; How should I fit my ship?; Basic tactics; Mining missions; Trade missions; Special mission types; Storyline missions; Epic Arc missions; Cosmos missions; Picking an agent; Agent level; Agent faction Corporation and agent typeFactional Warfare agents; R&D agents; Storyline agents; Region, Solar System, and Security Status; Standings; Agent standing; Corporation standing; Faction standing; Skills for mission running; Rewards for mission running; Time bonus and bounties; Loyalty points; Loot and salvage; Summary; Chapter 4: Making ISK with Manufacturing; Why manufacturing?; Getting started; Common mistakes when starting out; Buy your minerals; Study before you build; What to build when starting out; Skills for manufacturing; The industry skills; The trade skills BPOs, BPCs, research, and inventionResearching blueprints; Material efficiency research; Production efficiency research; Skills for research; Copying blueprints; Invention; Skills for invention; Datacores; Data interfaces; Improving your invention results; Expanding your manufacturing empire; Planetary Interaction; Skills for PI; What to produce with PI; Command Centers and planet types; Summary; Chapter 5: Getting Rich Fighting Incursions; What are Incursions?; Why fight Incursions?; Incursion attack sites; How to find Incursion sites; What ships to use; Reward for fighting Incursions Summary |
Record Nr. | UNINA-9910462545803321 |
Xu Y. Michael
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Birmingham, Eng., : Packt Publishing, 2012 | ||
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Lo trovi qui: Univ. Federico II | ||
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Into Tordon |
Autore | Kingbolt Z.F |
Pubbl/distr/stampa | Sydney : , : MidnightSun Publishing, , 2016 |
Descrizione fisica | 1 online resource (122 pages) |
Disciplina | 813.6 |
Soggetto topico |
Computer adventure games
Video gamers Survival |
ISBN | 1-925227-16-2 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Intro -- Title Page -- Copyright -- Dedication -- Chapter 1 -- Chapter 2 -- Chapter 3 -- Chapter 4 -- Chapter 5 -- Chapter 6 -- Chapter 7 -- Chapter 8 -- Chapter 9 -- Chapter 10 -- Chapter 11 -- Chapter 12 -- Chapter 13 -- Chapter 14 -- Chapter 15 -- Chapter 16 -- Chapter 17 -- Chapter 18 -- Chapter 19 -- Chapter 20 -- Chapter 21 -- Chapter 22 -- Chapter 23 -- Chapter 24 -- One Year Later -- About the Author -- Acknowledgements. |
Record Nr. | UNINA-9910155104003321 |
Kingbolt Z.F
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Sydney : , : MidnightSun Publishing, , 2016 | ||
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Lo trovi qui: Univ. Federico II | ||
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La Légende Final Fantasy X : Création - univers - décryptage / / Damien Mecheri ; préface de Georges "Jay" Grouard |
Autore | Mecheri Damien |
Pubbl/distr/stampa | Toulouse : , : Third Édition, , [2015] |
Descrizione fisica | 1 online resource (155 pages) |
Disciplina | 793.932 |
Soggetto topico |
Computer adventure games
Video games |
Soggetto genere / forma | Electronic books. |
ISBN | 2-37784-021-3 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | fre |
Record Nr. | UNINA-9910468019603321 |
Mecheri Damien
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Toulouse : , : Third Édition, , [2015] | ||
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Lo trovi qui: Univ. Federico II | ||
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Myst and riven : The World of the D'ni / / Mark J. P. Wolf |
Autore | Wolf Mark J. P. |
Pubbl/distr/stampa | Ann Arbor : , : University of Michigan Press, , 2011 |
Descrizione fisica | 1 online resource (125 pages). : illustrations |
Disciplina | 793.9 |
Collana | Landmark video games |
Soggetto topico | Computer adventure games |
ISBN | 0-472-07149-1 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910367645303321 |
Wolf Mark J. P.
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Ann Arbor : , : University of Michigan Press, , 2011 | ||
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Lo trovi qui: Univ. Federico II | ||
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Unity Android game development by example : beginner's guide : learn how to create exciting games using Unity 3D for Android with the help of hands-on examples / / Thomas Finnegan |
Autore | Finnegan Thomas |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham : , : Packt Publishing, , 2013 |
Descrizione fisica | 1 online resource (320 p.) |
Soggetto topico |
Computer games - Programming
Video games - Design Three-dimensional display systems Computer adventure games |
Soggetto genere / forma | Electronic books. |
ISBN | 1-84969-207-6 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Saying Hello to Unity and Android; Understanding what makes Unity great; Understanding what makes Android great; Understanding how Unity and Android work together; Differences between Pro and Basic; License comparison overview; Setting up the development environment; Time for action - installing the JDK; Time for action - installing the Android SDK; Time for action - installing Unity 3D; Optional code editor; Connecting to a device
Time for action - simple device connectionTime for action - connecting trickier devices; Unity Remote; Building a simple application; Time for action - Hello World; Summary; Chapter 2: Looking Good - Graphical Interface; Creating a Tic-tac-toe game; Time for action - creating Tic-tac-toe; Finishing the game; Time for action - finish creating the game; GUI Skins and GUI Styles; A prettier form of Tic-tac-toe; Time for action - styling the game; Dynamic positioning; Time for action - the dynamic GUI; A better way to build to device; Time for action - build and run; Summary Chapter 3: The Backbone of Any Game - Meshes, Materials, and AnimationsSetting up; Time for action - the setup; Importing the meshes; Time for action - importing the tank; Tank import settings; Setting up the tank; Time for action - creating the tank; Time for action - keeping score; Time for action - controlling the chassis; Time for action - controlling the turret; Time for action - putting the pieces together; Creating the materials; Time for action - creating the city; Time for action - moving treads; Animations; The target's animations; Time for action - setting up target animations State machinesTime for action - creating the target state machine; Time for action - scripting the target; Creating the prefab; Time for action - creating the target; Ray tracing to shoot; Time for action - simple shooting; Summary; Chapter 4: Setting the Stage - Camera Effects and Lighting; The camera effects; Skyboxes and distance fog; Time for action - adding a skybox and distance fog; Target indicator; Time for action - creating the pointer; Time for action - controlling the indicator; Time for action - working with a second camera; Turbo boost; Time for action - using the boost effect LightsTime for action - adding more lights; Lightmaps; Time for action - creating a lightmap; Cookies; Time for action - applying headlights; Blob shadow; Time for action - a tank with a shadow; Summary; Chapter 5: Getting Around - Pathfinding and AI; Understanding AI and pathfinding; The NavMesh; Time for action - creating the NavMesh; The NavMeshAgent component; Time for action - creating the enemy; The chase; Time for action - the player is over here; Time for action - chasing the player; Being attacked; Time for action - getting ready to fire; Attacking the enemy Time for action - giving it a weakness |
Record Nr. | UNINA-9910453613403321 |
Finnegan Thomas
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Birmingham : , : Packt Publishing, , 2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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