2D games are hugely popular across a wide range of platforms and the ideal place to start if you’re new to game development. With Learn 2D Game Development with C#, you'll learn your way around the universal building blocks of game development, and how to put them together to create a real working game. C# is increasingly becoming the language of choice for new game developers. Productive and easier to learn than C++, C# lets you get your games working quickly and safely without worrying about tricky low-level details like memory management. This book uses MonoGame, an open source framework that's powerful, free to use and easy to handle, to further reduce low-level details, meaning you can concentrate on the most interesting and universal aspects of a game development: frame, camera, objects and particles, sprites, and the logic and simple physics that determines how they interact. In each chapter, you'll explore one of these key elements of game development in the context of a working game, learn how to implement the example for yourself, and integrate it into your own game library. At the end of the book, you’ll put everything you’ve learned together to build your first full working game! And what’s more, MonoGame is designed for maximum cross-platform support, so once you’ve mastered the fundamentals in this book, you’ll be ready to explore and publish games on a wide range of platforms including Windows 8, MAC OSX, Windows Phone, iOS, Android, and Playstation Mobile. Whether you're starting a new hobby or considering a career in game development, Learn 2D Game Development with C# is the ideal place to start.
Build Your Own 2D Game Engine and Create Great Web Games teaches you how to develop your own web-based game engine step-by-step, allowing you to create a wide variety of online videogames that can be played in common web browsers. Chapters include examples and projects that gradually increase in complexity while introducing a ground-up design framework, providing you with the foundational concepts needed to build fun and engaging 2D games. By the end of this book you will have created a complete prototype level for a side scrolling action platform game and will be prepared to begin designing additional levels and games of your own. This book isolates and presents relevant knowledge from software engineering, computer graphics, mathematics, physics, game development, game mechanics, and level design in the context of building a 2D game engine from scratch. The book then derives and analyzes the source code needed to implement thes e concepts based on HTML5, JavaScript, and WebGL. After completing the projects you will understand the core-concepts and implementation details of a typical 2D game engine and you will be familiar with a design and prototyping methodology you can use to create game levels and mechanics that are fun and engaging for players. You will gain insights into the many ways software design and creative design must work together to deliver the best game experiences, and you will have access to a versatile 2D game engine that you can expand upon or utilize directly to build your own 2D games that can be played online from anywhere. • Assists the reader in understanding the core-concepts behind a 2D game engine • Guides the reader in building a functional game engine based on these concepts • Lead s the reader in exploring the interplay between technical design and game experience design • Teaches the reader how to build their own 2D games that can be played across internet via popular browsers
This undergraduate-level computer graphics text provides the reader with conceptual and practical insights into how to approach building a majority of the interactive graphics applications they encounter daily. As each topic is introduced, students are guided in developing a software library that will support fast prototyping of moderately complex
Use Unity-based examples to understand fundamental mathematical concepts and see how they are applied when building modern video game functionality. You will gain the theoretical foundation you need, and you will know how to examine and modify an implementation. This book covers points in a 3D Cartesian coordinate system, and then discusses vectors and the details of dot and cross products. Basic mathematical foundations are illustrated through Unity-based example implementations. Also provided are examples showing how the concepts are applied when implementing video game functionality, such as collision support, motion simulations, autonomous behaviors, shadow approximations, and reflection off arbitrary walls. Throughout this book, you learn and examine the concepts and their applications in a game engine. What You Will Learn Understand the basic concepts of points and vectors and their applications in game developmentApply mathematical concepts to modern video game functionality, such as spherical and box collidersImplement autonomous behaviors, including following way points, facing a target, chasing an object, etc. Who This Book is For Beginners, and those interested in the implementation of interactive games, who need a basic mathematical background or a refresher with modern examples
Build your very own 2D physics-based game engine simulation system for rigid body dynamics. Beginning from scratch, in this book you will cover the implementation technologies, HTML5 and JavaScript; assemble a simple and yet complete fundamental mathematics support library; define basic rigid body behaviors; detect and resolve rigid body collisions; and simulate collision responses after the collisions. In this way, by the end of Building a 2D Game Physics Engine, you will have an in‐depth understanding of the specific concepts and events, implementation details, and actual source code of a physics game engine that is suitable for building 2D games or templates for any 2D games you can create and can be played across the Internet via popular web‐browsers. What You'll Learn Gain an understanding of 2D game engine physics and how to utilize it in your own games Describe the basic behaviors of rigid bodies Detect collisions between rigid bodies Resolve interpretations after rigid body collisions Model and implement rigid body impulse responses Who This Book Is For Game enthusiasts, hobbyists, and anyone who is interested in building their own 2D physics game engines but is unsure of how to begin.
2D games are hugely popular across a wide range of platforms and the ideal place to start if you’re new to game development. With Learn 2D Game Development with C#, you'll learn your way around the universal building blocks of game development, and how to put them together to create a real working game. C# is increasingly becoming the language of choice for new game developers. Productive and easier to learn than C++, C# lets you get your games working quickly and safely without worrying about tricky low-level details like memory management. This book uses MonoGame, an open source framework that's powerful, free to use and easy to handle, to further reduce low-level details, meaning you can concentrate on the most interesting and universal aspects of a game development: frame, camera, objects and particles, sprites, and the logic and simple physics that determines how they interact. In each chapter, you'll explore one of these key elements of game development in the context of a working game, learn how to implement the example for yourself, and integrate it into your own game library. At the end of the book, you’ll put everything you’ve learned together to build your first full working game! And what’s more, MonoGame is designed for maximum cross-platform support, so once you’ve mastered the fundamentals in this book, you’ll be ready to explore and publish games on a wide range of platforms including Windows 8, MAC OSX, Windows Phone, iOS, Android, and Playstation Mobile. Whether you're starting a new hobby or considering a career in game development, Learn 2D Game Development with C# is the ideal place to start. What you’ll learnKnow your way around the world of game design and the process of designing a game from scratch. Understand the basic architecture of a 2D game engine and develop your own game library. Work with the MonoGame framework and use it to build your own 2D interactive games. Learn and implement simple in-game pseudo autonomous behaviors. Understand and implement the math and physics underlying realistic game interactions. Give your game impact with graphic effects, and audio and special effects. Who this book is for This book is perfect for game enthusiasts, hobbyists, and anyone who is interested in building interactive games but is unsure of how to begin. It assumes no background in computer graphics or game development, but readers should be familiar with C# or another object-oriented language. Table of ContentsIntroducing 2D Game Development in C# Getting to Know the MonoGame Framework 2D Graphics, Coordinates, and Game State Getting Things Moving Pixel-Accurate Collisions Game Object States and Semiautonomous Behaviors Sprites, Camera, Action! Particle SystemsBuilding Your First 2D Game
Use Unity-based examples to understand fundamental mathematical concepts and see how they are applied when building modern video game functionality. You will gain the theoretical foundation you need, and you will know how to examine and modify an implementation. This book covers points in a 3D Cartesian coordinate system, and then discusses vectors and the details of dot and cross products. Basic mathematical foundations are illustrated through Unity-based example implementations. Also provided are examples showing how the concepts are applied when implementing video game functionality, such as collision support, motion simulations, autonomous behaviors, shadow approximations, and reflection off arbitrary walls. Throughout this book, you learn and examine the concepts and their applications in a game engine. What You Will Learn Understand the basic concepts of points and vectors and their applications in game developmentApply mathematical concepts to modern video game functionality, such as spherical and box collidersImplement autonomous behaviors, including following way points, facing a target, chasing an object, etc. Who This Book is For Beginners, and those interested in the implementation of interactive games, who need a basic mathematical background or a refresher with modern examples
This undergraduate-level computer graphics text provides the reader with conceptual and practical insights into how to approach building a majority of the interactive graphics applications they encounter daily. As each topic is introduced, students are guided in developing a software library that will support fast prototyping of moderately complex applications using a variety of APIs, including OpenGL and DirectX.
Build Your Own 2D Game Engine and Create Great Web Games teaches you how to develop your own web-based game engine step-by-step, allowing you to create a wide variety of online videogames that can be played in common web browsers. Chapters include examples and projects that gradually increase in complexity while introducing a ground-up design framework, providing you with the foundational concepts needed to build fun and engaging 2D games. By the end of this book you will have created a complete prototype level for a side scrolling action platform game and will be prepared to begin designing additional levels and games of your own. This book isolates and presents relevant knowledge from software engineering, computer graphics, mathematics, physics, game development, game mechanics, and level design in the context of building a 2D game engine from scratch. The book then derives and analyzes the source code needed to implement thes e concepts based on HTML5, JavaScript, and WebGL. After completing the projects you will understand the core-concepts and implementation details of a typical 2D game engine and you will be familiar with a design and prototyping methodology you can use to create game levels and mechanics that are fun and engaging for players. You will gain insights into the many ways software design and creative design must work together to deliver the best game experiences, and you will have access to a versatile 2D game engine that you can expand upon or utilize directly to build your own 2D games that can be played online from anywhere. • Assists the reader in understanding the core-concepts behind a 2D game engine • Guides the reader in building a functional game engine based on these concepts • Lead s the reader in exploring the interplay between technical design and game experience design • Teaches the reader how to build their own 2D games that can be played across internet via popular browsers
Build your very own 2D physics-based game engine simulation system for rigid body dynamics. Beginning from scratch, in this book you will cover the implementation technologies, HTML5 and JavaScript; assemble a simple and yet complete fundamental mathematics support library; define basic rigid body behaviors; detect and resolve rigid body collisions; and simulate collision responses after the collisions. In this way, by the end of Building a 2D Game Physics Engine, you will have an in‐depth understanding of the specific concepts and events, implementation details, and actual source code of a physics game engine that is suitable for building 2D games or templates for any 2D games you can create and can be played across the Internet via popular web‐browsers. What You'll Learn Gain an understanding of 2D game engine physics and how to utilize it in your own games Describe the basic behaviors of rigid bodies Detect collisions between rigid bodies Resolve interpretations after rigid body collisions Model and implement rigid body impulse responses Who This Book Is For Game enthusiasts, hobbyists, and anyone who is interested in building their own 2D physics game engines but is unsure of how to begin.
Percy Bysshe Shelley (1792-1822) was one of the major Romantic poets, and wrote what is critically recognised as some of the finest lyric poetry in the English language. This is the second volume of the five-volume The Poems of Shelley, which presents all of Shelley’s poems in chronological order and with full annotation. Date and circumstances of composition are provided for each poem and all manuscript and printed sources relevant to establishing an authoritative text are freshly examined and assessed. Headnotes and footnotes furnish the personal, literary, historical and scientific information necessary to an informed reading of Shelley’s varied and allusive verse. This volume makes extensive use of the Shelley manuscripts in the Bodleian Library and draws on the substantial recent research which has appeared on Shelley's text and contexts, and on members of his circle such as Mary Shelley, Byron, Godwin and others. It offers significant new datings and contextual exposition of major works including Prometheus Unbound, Laon and Cythna, 'Julian and Maddalo', The Cenci, and Shelley's translations from the Greek, notably his highly original translation of Euripides' The Cyclops. There are also comprehensive treatments of some of Shelley's best known shorter poems, such as 'Lines written among the Euganean Hills' and 'Ozymandias'. The annotation demonstrates the extraordinary range and richness of Shelley's literary intelligence, and situates his work in the revolutionary politics and social upheavals of the early nineteenth century. The text and annotation are supported by an extensive bibliography, a chronology, indexes, and appendices which include a detailed examination of the history of the Cenci story. The volumes of The Poems of Shelley form the most comprehensive edition of Shelley's poetry available to students and scholars.
£80 million in debt and with financial meltdown a matter of weeks away, in July 2003 Chelsea Football Club were saved from almost certain penury by Roman Abramovich, a reclusive young billionaire that few people outside his native Russia had heard of. Making History, Not Reliving It recounts the first decade of Roman’s rule in London mirrored against a backdrop of an ever-changing, social-media-driven, angst and envy-ridden world where the revolving door of change seems to spin as fast as that of the manager’s at Stamford Bridge. Granular season-by-season detail of exactly how Chelsea amassed three league titles, four FA Cups, two League Cups, a Champions League and a Europa League in ten eventful years is entertainingly supplemented with news and entertainment bulletins and rounded off with enlightening and diverse points of view provided by a broad cross section of supporters unified by their blissful enjoyment of the desperate jealousy of rival fans now only able to relive the history that their own precious club’s once made.
This anthology of poetry is a mixture of fact and fiction on thought-provoking subjects, such as love and romance, life and death (which is sometimes deep and bizarre), compiled with umpteen memories of the author's past, along with a lot of dry wit and nonsense verse. It's hoped the poems will bring the reader laughter and tears, with warmth and sentiment, as they just might recognize things they may have said, heard, or even done themselves hidden amongst the verse.
Aristotle is the most influential philosopher of practice, and Knight's new book explores the continuing importance of Aristotelian philosophy. First, it examines the theoretical bases of what Aristotle said about ethical, political and productive activity. It then traces ideas of practice through such figures as St Paul, Luther, Hegel, Heidegger and recent Aristotelian philosophers, and evaluates Alasdair MacIntyre's contribution. Knight argues that, whereas Aristotle's own thought legitimated oppression, MacIntyre's revision of Aristotelianism separates ethical excellence from social elitism and justifies resistance. With MacIntyre, Aristotelianism becomes revolutionary. MacIntyre's case for the Thomistic Aristotelian tradition originates in his attempt to elaborate a Marxist ethics informed by analytic philosophy. He analyses social practices in teleological terms, opposing them to capitalist institutions and arguing for the cooperative defence of our moral agency. In condensing these ideas, Knight advances a theoretical argument for the reformation of Aristotelianism and an ethical argument for social change.
God has revealed Himself in the Word of God as well as in the world around us. And that is what makes the book of Revelation so amazing; that God has revealed the plan for the end of an age, a plan that spells out what will happen to mankind when we refuse to accept the wonderful gift of salvation that God has offered through the death and resurrection of His Son Christ Jesus. The book of Revelation is the only book that gives a blessing to those that read it, and so it was with this purpose that I set out to illuminate what God has already revealed. And in so doing I tried not to be to technical, but at the same time provide enough information for the reader to grasp what is at stake for their eternal state. Rev. Kelvin McKisic (B.TH. Reed Christian College) is the Assistant Pastor of a small Baptist church in Los Angeles, Ca where he shares the pastoral duties caring for the youth of the church. He is an Electrical Engineer by education, a Software Developer by chance, and a born-again Christian by the hand of God. Rev. McKisic has been serving the needs of the pastor at True Light Baptist church for more than five years doing all that God calls him to do. Rev. McKisic is a father of three and a loving husband who realizes the need for prayer in maintaining the family unit. He is a man of God who knows that it is God who is to receive all of the glory.
In One Night, Toh masterfully weaves a poetic narrative that explores power dynamics and individual action in the face of colonialism. Set against the backdrop of a ruler's twilight years, the story follows Yuh, who grapples with the legacy of his reign over a prosperous nation threatened by foreign forces. As Yuh confronts the potential annihilation of his life's work, he rekindles his artistic spirit, crafting a poetic narrative that reflects the African perspective on colonialism and its consequences. Toh's rich storytelling and evocative language captivate readers, inviting them to delve into a world where power struggles, cultural identity, and human resilience intertwine. One Night is a testament to artistry and a poignant exploration of historical themes that resonate across time.
Ride on the natural partnership between Guerrilla Marketing and Facebook. The synergy between Facebook and Guerrilla Marketing is hard to dismiss or ignore. Guerrillas want the same thing everybody wants, but they don’t have the same means, nor do they believe in excessive marketing budgets. The success of Guerrilla Marketing is apparent: its principles have been taught in leading universities and have been adopted to run countless successful marketing campaigns for businesses since its introduction in 1970s. Facebook, like any other business, is driven to make profits. But their profits are not made from getting people to sign up for Facebook accounts. With some 750 million users and counting, Facebook is irrefutably the leading social media tool of our time. How can one ride on this natural partnership to achieve success? “Guerrilla Facebook Marketing” is packed with practical tips and insights on building Guerrilla marketing strategies in Facebook that can work for any business. Get insights on Facebook’s culture and Guerrilla Marketers’ beliefs, and what these insights mean to your overall marketing strategy. Learn how to use Facebook data to shape your marketing campaign. Understand the unique Rules of Engagement necessary to pull off successful Guerrilla marketing campaigns in Facebook. Boost your knowledge of Facebook features by familiarizing yourself with 25 Facebook-specific Guerrilla weapons. Learn how to generate marketing campaigns by combining Guerrilla weapons in infinite ways. Follow step-by-step instructions on how to create and execute clear, actionable marketing plans and calendars for all kinds of marketing campaigns. Link marketing efforts back to profits by measuring ROI results in tangible ways for your business.
It is 1979 just outside a remote Zambian village when seventeen-year-old Chimuka meets Sara, a white woman near his school. The thirty-three-year-old mother of two and the young, nave man begin a relationship that will transform both their lives in ways they never could have imagined. As Chimuka shuns conventional African living for the dream of higher education and a liberated life, he decides to follow Sara. In the midst of a struggle for dignity and pride, he soon finds himself immersed in a maelstrom of cultural clashes, social opprobrium, and personal upheaval. Torn between the roles of lover, friend, breadwinner, and mother, Sara is also lost in her own tumultuous battles. After five years together in Zambia and Kenya, the two finally part, but loyally write hundreds of letters to each other that maintains their emotional connection despite the distance between them. Thirty years later, Chimuka convinces Sara to meet him under the shade of a fig tree and awaits the conclusion of his unforgettable odyssey from the heart of Africa into the soul of the woman he has always loved as his mother.
Mixture Modelling for Medical and Health Sciences provides a direct connection between theoretical developments in mixture modelling and their applications in real world problems. The book describes the development of the most important concepts through comprehensive analyses of real and practical examples taken from real-life research problems in
I love my work as a medium. I love to be connected with spirit, doing spirit work with people who are grieving, struggling to move on or hurting from past experiences. I am truly blessed. But there is something I want people to realise: you can do this, too.' Join Kelvin Cruickshank, celebrity psychic medium and bestselling author, as he shows you how to become closer to spirit. Along the way, Kelvin shares some amazing stories of healing people's hearts through spirit - tales filled with love, tears and laughter. Also available as an eBook
Kidney cancer usually occurs in older adults and constitutes about 2 per cent of all adult cancers (more frequent in men than women). It is also known as nephrocarcinoma, renal cell carcinoma, hypernephroma, and Grawitz's tumour. This book includes within its scope the prevention, risk factors, symptoms, diagnosis, treatment, and rehabilitation of kidney cancer. Leading-edge scientific research from throughout the world is presented.
When a slain clerk's ID is discovered in a young African American's car in Conway, South Carolina, he and his best friend are arrested, then mysteriously disappear from county lockup. They are brutally tortured under the guidance of a cruel, racist man known to most as Judge Barnes. A novel by African American writer Killian Prophet is also discovered in the car. The contents of which lead the KKK to believe that Killian Prophet has intimate knowledge of the Ku Klux Klan's bloody history in Conway. The Ku Klux Klan targets the author, breaking into his home and murders his wife. Two years later, just as Killian Prophet is rebuilding his life, his hateful tormentors strike again by kidnapping his daughter, Tressa. Desperate for her return and seeking revenge for his wife's murder, Killian Prophet faces the biggest challenge of his life. What will he do to save Tressa? Will he find any measure of justice in Judge Barnes' kangaroo court?
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