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Jessica Brown

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  1. Human Compatible /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Human Compatible Artificial Intelligence and the Problem of Control by Stuart Jonathan Russell Publisher Penguin Published Date 2019 Page Count 336 Categories Business & Economics / Industries / Computers & Information Technology, Computers / Artificial Intelligence / General, Science / Biotechnology, Technology & Engineering / Automation, Technology & Engineering / Robotics Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 0525558616 The most important book on AI this year. --The Guardian Mr. Russell's exciting book goes deep, while sparkling with dry witticisms. --The Wall Street Journal The most important book I have read in quite some time (Daniel Kahneman); A must-read (Max Tegmark); The book we've all been waiting for (Sam Harris) A leading artificial intelligence researcher lays out a new approach to AI that will enable us to coexist successfully with increasingly intelligent machines In the popular imagination, superhuman artificial intelligence is an approaching tidal wave that threatens not just jobs and human relationships, but civilization itself. Conflict between humans and machines is seen as inevitable and its outcome all too predictable. In this groundbreaking book, distinguished AI researcher Stuart Russell argues that this scenario can be avoided, but only if we rethink AI from the ground up. Russell begins by exploring the idea of intelligence in humans and in machines. He describes the near-term benefits we can expect, from intelligent personal assistants to vastly accelerated scientific research, and outlines the AI breakthroughs that still have to happen before we reach superhuman AI. He also spells out the ways humans are already finding to misuse AI, from lethal autonomous weapons to viral sabotage. If the predicted breakthroughs occur and superhuman AI emerges, we will have created entities far more powerful than ourselves. How can we ensure they never, ever, have power over us? Russell suggests that we can rebuild AI on a new foundation, according to which machines are designed to be inherently uncertain about the human preferences they are required to satisfy. Such machines would be humble, altruistic, and committed to pursue our objectives, not theirs. This new foundation would allow us to create machines that are provably deferential and provably beneficial. More Information
  2. Fluid Concepts And Creative Analogies /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Fluid Concepts And Creative Analogies Computer Models Of The Fundamental Mechanisms Of Thought by Douglas R. Hofstadter, Fluid Analogies Research Group Publisher Basic Books Published Date 1995-02-08 Page Count 518 Categories Computers / General, Computers / Artificial Intelligence / General, Language Arts & Disciplines / Linguistics / General, Philosophy / Mind & Body, Psychology / Cognitive Psychology & Cognition, Science / General, Science / Cognitive Science Language EN Average Rating 4 (based on 1 ratings) Maturity Rating No Mature Content Detected ISBN 0465051545 Readers of earlier works by Douglas Hofstadter will find this book a natural extension of his style and his ideas about creativity and analogy; in addition, psychologists, philosophers, and artificial-intelligence researchers will find in this elaborate web of ingenious ideas a deep and challenging new view of mind. More Information
  3. Springer Handbook of Automation /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Springer Handbook of Automation by Shimon Y. Nof Publisher Springer Science & Business Media Published Date 2009-07-16 Page Count 1812 Categories Technology & Engineering / Automation, Computers / Artificial Intelligence / General, Computers / Data Science / General, Technology & Engineering / Engineering (General), Technology & Engineering / Electrical, Computers / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 354078831X Automation is undergoing a major transformation in scope and dimension and plays an increasingly important role in the global economy and in our daily lives. Engineers combine automated devices with mathematical and organizational tools to create complex systems for a rapidly expanding range of applications and human activities. The Springer Handbook of Automation incorporates these new developments and presents a widespread and well-structured conglomeration of new emerging application areas of automation. Besides manufacturing as a primary application of automation, the handbook contains new application areas such as medical systems and health, transportation, security and maintenance, service, construction and retail as well as production or logistics. This Springer Handbook is not only an ideal resource for automation experts but also for people new to this expanding field such as engineers, computer scientists, designers. It is edited by an internationally renowned and experienced expert. Chapters in Part A explain the significant influence of automation on our life, on individuals, organizations, and society, in economic terms and context, and impacts of precision, accuracy and reliability with automatic and automated equipment and operations. The theoretical and scientific knowledge about the human role in automation is covered in Part B from the human-oriented and human-centered aspects of automation to be applied and operated by humans, to the human role as supervisor and intelligent controller of automation systems and platforms. This part concludes with analysis and discussion on the limits of automation to the best of our current understanding. Covering automation design from theory to building automation machines, systems, and systems-of-systems , Part C explains the fundamental elements of mechatronics, sensors, robots, and other components useful for automation, and how they are combined with control and automation software, including models and techniques for automation software engineering, and the automation of the design process itself. Chapters in Part D cover the basic design requirements for the automation and illustrate examples of how the challenging issues can be solved for the deign and integration of automation with respect to its main purpose: Continuous and discrete processes and industries, design techniques, criteria and algorithms for flow lines, and integrated automation. Concluding this part is the design for safety of automation, and of automation for safety. The main aspects of automation management are covered by the chapters in Part E: Cost effectiveness and economic reasons for the design, feasibility analysis, implementation, rationalization, use, and maintenance of particular automation; performance and functionality measures and criteria. Related also are the issues of how to manage automatically and control maintenance, replacement, and upgrading. Part F, industrial automation, begins with explanation of machine tool automation, including various types of numerical control (NC), flexible, and precision machinery for production, manufacturing, and assembly, digital and virtual industrial production, to detailed design, guidelines and application of automation in the principal industries, from aerospace and automotive to semi-conductor, mining, food, paper and wood industries. Chapters are also devoted to the design, control and operation of functions common to all industrial automation. Infrastructures and service automation are covered in Part G and it is explained how automation is designed, selected, integrated, justified and applied, its challenges and emerging trends in those areas and in the construction of structures, roads and bridges; of smart buildings, smart roads and intelligent vehicles; cleaning of surfaces, tunnels and sewers; land, air, and space transportation; information, knowledge, learning, training, and library services; and in sports and entertainment. Automation in medical and healthcare systems is covered in Part H and shows the exponential penetration and main contributions of automation to the health and medical well being of individuals and societies. First, the scientific and theoretical foundations of control and automation in biological and biomedical systems and mechanisms are explained, then specific areas are described and analyzed. Available, proven, and emerging automation techniques in healthcare delivery and elimination of hospital and other medical errors are also addressed. Finally, Part I, Home, Office, and Enterprise Automation is about functional automation areas at home, in the office, and in general enterprises, including multi-enterprise networks. Chapters also cover the automation theories, techniques and practice, design, operation, challenges and emerging trends in education and learning, banking, commerce. An important dimension of the material compiled for this part is that it is useful for all other functional areas of automation. The concluding part of this Springer Handbook contains figures and tables with statistical information and summaries about automation applications and impacts in four main areas: industrial automation, service automation, healthcare automation, and financial and e-commerce automation. A rich list of associations and of periodical publications around the world that focus on automation in its variety of related fields is also included for the benefit of readers worldwide. Throughout the 94 chapters, divided into ten main parts, with 124 tables, 1005 figures, the 168 co-authors present proven knowledge, original analysis, best practices and authoritative expertise. Plenty of case studies, creative examples and unique illustrations, covering topics of automation from the basics and fundamentals to advanced techniques, cases and theories will serve the readers and benefit the students and researchers, engineers and managers, inventors, investors and developers. More Information
  4. Gödel, Escher, Bach /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Gödel, Escher, Bach An Eternal Golden Braid by Douglas R. Hofstadter Publisher Basic Books Published Date 1999 Page Count 800 Categories Art / Individual Artists / General, Biography & Autobiography / Science & Technology, Mathematics / General, Music / Genres & Styles / Classical, Philosophy / Logic Language EN Average Rating 4.5 (based on 4 ratings) Maturity Rating No Mature Content Detected ISBN 0394756827 Douglas Hofstadter's book is concerned directly with the nature of "maps' or links between formal systems. However, according to Hofstadter, the formal system that underlies all mental activity transcends the system that supports it. If life can grow out of the formal chemical substrate of the cell, if consciousness can emerge out of a formal system of firing neurons, then so too will computers attain human intelligence. Gödel, Escher, Bach is a wonderful exploration of fascinating ideas at the heart of cognitive science: meaning, reduction, recursion, and much more. More Information
  5. Jessica Brown posted a post in a topic in Artificial Intelligence
    Neuromancer /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Neuromancer by William Gibson Publisher HarperCollins Published Date 1995 Page Count 317 Categories Fiction / Classics, Fiction / Romance / General, Fiction / Romance / Science Fiction, Fiction / Science Fiction / General, Fiction / Science Fiction / Hard Science Fiction, Fiction / Science Fiction / Space Opera Language EN Average Rating 3 (based on 1 ratings) Maturity Rating No Mature Content Detected ISBN 0006480411 Case was burnt-out, useless, suicidal - his nervous system maimed by a wartime Russian mycotoxin. Then Case met a man who could cure him - in return Case was forced to do a job. Bonded to his artery walls were tiny sacs of mycotoxin, slowly melting ... More Information
  6. Rekursive Techniken in der Programmierung /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Rekursive Techniken in der Programmierung by David W. Barron Publisher Hanser Published Date 1971 Page Count 89 Categories Programming Language DE Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 3446105166 No description available. More Information
  7. Beginning HTML5 Games with CreateJS /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Beginning HTML5 Games with CreateJS by Brad Manderscheid Publisher Apress Published Date 2014-03-20 Page Count 416 Categories Computers / Programming / Games, Computers / Software Development & Engineering / General, Computers / Information Technology Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1430263407 Beginning HTML5 Games with CreateJS provides a hands-on approach to get you up and running with the most comprehensive tools available for HTML5 Canvas game development. Whether you are brand new to making games or an experienced game developer, you’ll learn to fully utilize the CreateJS suite to bring your new or existing game techniques to desktop and mobile devices. This book covers everything from creating graphics in HTML5 Canvas to capturing user input (whether from keyboard, mouse, or touch) to using a state machine for efficient game control. There are practical (and fun) examples throughout the book, with four full game projects, including a mobile RPG. The book also covers optimizing your games for mobile and publishing them to app stores. HTML5 games are growing more and more popular, and the demand for HTML5 Canvas skills is on the rise. The CreateJS suite is a powerful toolset that will help you manage Canvas drawing and animations, asset loading, sound management, complex tweening, and much more. Using these robust libraries, you can build powerful and engaging games that reach a wide range of audiences and devices. More Information
  8. Phoenix Web Development /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Phoenix Web Development Create Rich Web Applications Using Functional Programming Techniques with Phoenix and Elixir by Brandon Richey Publisher Packt Publishing, Limited Published Date 2018-04-27 Page Count 406 Categories Computers / Programming / General, Computers / Internet / General, Computers / Web / General, Computers / Internet / Web Design, Computers / Internet / Web Programming Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1787284190 Learn to build a high-performance functional prototype of a voting web application from scratch using Elixir and Phoenix Key Features Build a strong foundation in Functional-Programming techniques while learning to build compelling web applications Understand the Elixir Concurrency and parallelization model to build high-performing blazingly fast applications Learn to test, debug and deploy your web applications using Phoenix framework Book Description Phoenix is a modern web development framework that is used to build API's and web applications. It is built on Elixir and runs on Erlang VM which makes it much faster than other options. With Elixir and Phoenix, you build your application the right way, ready to scale and ready for the increasing demands of real-time web applications. This book covers the basics of the Phoenix web framework, showing you how to build a community voting application, and is divided into three parts. In the first part, you will be introduced to Phoenix and Elixir and understand the core terminologies that are used to describe them. You will also learn to build controller pages, store and retrieve data, add users to your app pages and protect your database. In the second section you will be able to reinforce your knowledge of architecting real time applications in phoenix and not only debug these applications but also diagnose issues in them. In the third and final section you will have the complete understanding of deploying and running the phoenix application and should be comfortable to make your first application release By the end of this book, you'll have a strong grasp of all of the core fundamentals of the Phoenix framework, and will have built a full production-ready web application from scratch. What you will learn Learn Phoenix Framework fundamentals and v1.3's new application structure Build real-time applications with channels and presence Utilize GenServers and other OTP fundamentals to keep an application stable Track users as they sign in and out of chat with Phoenix's built-in presence functionality Write your own database interaction code that is safe, bug-free, and easy to work with Explore testing and debugging methodologies to understand a real software development lifecycle for a Phoenix application Deploy and run your Phoenix application in production Who this book is for This book is for people with a basic knowledge of Elixir, who want to start building web applications. Prior experience with web technologies is assumed. More Information
  9. Mastering Xamarin. Forms /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Mastering Xamarin. Forms App Architecture Techniques for Building Multi-Platform, Native Mobile Apps with Xamarin. Forms 4, 3rd Edition by Ed Snider Publisher Packt Publishing, Limited Published Date 2019-12-24 Page Count 200 Categories Computers / Languages / General, Computers / Languages / C#, Computers / Programming / Mobile Devices, Computers / Internet / Application Development, Computers / Internet / Web Programming Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1839213388 New edition of the bestselling guide to building an effective mobile app architecture with Xamarin.Forms 4 that maximizes the overall quality of apps. Key Features Updated for Xamarin.Forms 4 Packed with real-world scenarios and solutions to help you build professional grade mobile apps with Xamarin.Forms Includes design patterns and best practice techniques that every mobile developer should know Book Description Discover how to extend and build upon the components of the most recent version of Xamarin.Forms to develop an effective, robust mobile app architecture. This new edition features Xamarin.Forms 4 updates, including CollectionView and RefreshView, new coverage of client-side validation, and updates on how to implement user authentication. Mastering Xamarin.Forms, Third Edition is one of the few Xamarin books structured around the development of a simple app from start to finish, beginning with a basic Xamarin.Forms app and going step by step through several advanced topics to create a solution architecture rich with the benefits of good design patterns and best practices. This book introduces a core separation between the app's user interface and the app's business logic by applying the MVVM pattern and data binding, and then focuses on building a layer of plugin-like services that handle platform-specific utilities such as navigation and geo-location, as well as how to loosely use these services in the app with inversion of control and dependency injection. You'll connect the app to a live web-based API and set up offline synchronization before testing the app logic through unit testing. Finally, you will learn how to add monitoring to your Xamarin.Forms projects to track crashes and analytics and gain a proactive edge on quality. What you will learn Find out how, when, and why to use architecture patterns and best practices with Xamarin.Forms Implement the Model-View-ViewModel (MVVM) pattern and data binding in Xamarin.Forms mobile apps Incorporate client-side validation in Xamarin.Forms mobile apps Extend the Xamarin.Forms navigation API with a custom ViewModel-centric navigation service Leverage the inversion of control and dependency injection patterns in Xamarin.Forms mobile apps Work with online and offline data in Xamarin.Forms mobile apps Use platform-specific APIs to build rich custom user interfaces in Xamarin.Forms mobile apps Explore how to monitor mobile app quality using Visual Studio App Center Who this book is for This book is intended for .NET developers who are familiar with Xamarin mobile application development and the open source Xamarin.Forms toolkit. If you have already started working with Xamarin.Forms and want to take your app to the next level, making it more maintainable, testable and flexible, then this book is for you. More Information
  10. VR Integrated Heritage Recreation /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } VR Integrated Heritage Recreation Using Blender and Unreal Engine 4 by Abhishek Kumar Publisher Apress Published Date 2020-07-26 Page Count 332 Categories Computers / Programming / Games, Computers / Software Development & Engineering / Computer Graphics, Computers / Information Technology Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1484260767 Create assets for history-based games. This book covers the fundamental principles required to understand and create architectural visualizations of historical locations using digital tools. You will explore aspects of 3D design visualization and VR integration using industry-preferred software. Some of the most popular video games in recent years have historical settings (Age of Empires, Call of Duty, etc.). Creating these games requires creating historically accurate game assets. You will use Blender to create VR-ready assets by modeling and unwrapping them. And you will use Substance Painter to texture the assets that you create. You will also learn how to use the Quixel Megascans library to acquire and implement physically accurate materials in the scenes. Finally, you will import the assets into Unreal Engine 4 and recreate a VR integrated heritage that can be explored in real time. Using VR technology and game engines,you can digitally recreate historical settings for games. What You Will LearnCreate high-quality, optimized models suitable for any 3D game engineMaster the techniques of texturing assets using Substance Painter and Quixel MegascansKeep assets historically accurateIntegrate assets with the game engineCreate visualizations with Unreal Engine 4 Who Is This Book For Game developers with some experience who are eager to get into VR-based games More Information
  11. C++ for You++. /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } C++ for You++. An Introduction to Programming and Computer Science. Workbook by Maria Litvin Publisher Skylight Pub. Published Date 1998 Page Count 561 Categories C++ (Computer program language) Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN N/A No description available. More Information
  12. Pro Android Web Game Apps /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Pro Android Web Game Apps Using HTML5, CSS3 and JavaScript by Juriy Bura, Paul Coates Publisher Apress Published Date 2012-12-03 Page Count 664 Categories Computers / Programming / Games, Computers / Data Processing, Computers / Information Technology, Computers / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1430238208 Dive into game development and create great multiplayer online games with Pro Android Web Game Apps. This hands-on guide covers both the theory and practice of browser game development for the Android platform. You'll use cutting-edge technologies to make game engines in your browser, establish real-time server communication, and create amazing gaming experiences with artificial intelligence and rich media. Bring your knowledge of HTML and JavaScript to the next level with Pro Android Web Game Apps. You are guided through exciting projects that give you firsthand experience with core game app development concepts. You'll start with a blank HTML page, and by the end of the book, have the skills needed to create a multiplayer online game with rich graphics, sound, animation, and more—even if you have no previous games development or server-side experience. More Information
  13. Neural Networks in Unity /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Neural Networks in Unity C# Programming for Windows 10 by Abhishek Nandy, Manisha Biswas Publisher Apress Published Date 2018-07-15 Page Count 158 Categories Computers / Programming / Games, Computers / Programming / Microsoft, Computers / Information Technology Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1484236726 Learn the core concepts of neural networks and discover the different types of neural network, using Unity as your platform. In this book you will start by exploring back propagation and unsupervised neural networks with Unity and C#. You’ll then move onto activation functions, such as sigmoid functions, step functions, and so on. The author also explains all the variations of neural networks such as feed forward, recurrent, and radial. Once you’ve gained the basics, you’ll start programming Unity with C#. In this section the author discusses constructing neural networks for unsupervised learning, representing a neural network in terms of data structures in C#, and replicating a neural network in Unity as a simulation. Finally, you’ll define back propagation with Unity C#, before compiling your project. What You'll Learn Discover the concepts behind neural networks Work with Unity and C# See the difference between fully connected and convolutional neural networks Master neural network processing for Windows 10 UWP Who This Book Is For Gaming professionals, machine learning and deep learning enthusiasts. More Information
  14. JavaScript and JSON Essentials /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } JavaScript and JSON Essentials Build Light Weight, Scalable, and Faster Web Applications with the Power of JSON, 2nd Edition by Bruno Joseph D'mello, Sai Srinivas Sriparasa Publisher Packt Publishing Published Date 2018 Page Count 226 Categories Computers / Programming / General, Computers / Languages / General, Computers / Languages / JavaScript, Computers / Programming / Open Source, Computers / Internet / General, Computers / Web / General, Computers / Internet / Web Design Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 178862470X Use JSON for building web applications with technologies like HTML, JavaScript, Angular, Node.js, Hapi.js, Kafka, socket.io, MongoDB, Gulp.js, and handlebar.js, and others formats like GEOJSON, JSON-LD, MessagePack, and BSON. Key Features Use JSON with trending technologies like Angular, Hapi.js, MongoDB, Kafka, and Socket.io Debug, validate, and format JSON using developer toolkits, JSONLint, and JSON Editor Online Explore other JSON formats like GeoJSON, JSON-LD, BSON, and MessagePack Book Description JSON is an established and standard format used to exchange data. This book shows how JSON plays different roles in full web development through examples. By the end of this book, you'll have a new perspective on providing solutions for your applications and handling their complexities. After establishing a strong basic foundation with JSON, you'll learn to build frontend apps by creating a carousel. Next, you'll learn to implement JSON with Angular 5, Node.js, template embedding, and composer.json in PHP. This book will also help you implement Hapi.js (known for its JSON-configurable architecture) for server-side scripting. You'll learn to implement JSON for real-time apps using Kafka, as well as how to implement JSON for a task runner, and for MongoDB BSON storage. The book ends with some case studies on JSON formats to help you sharpen your creativity by exploring futuristic JSON implementations. By the end of the book, you'll be up and running with all the essential features of JSON and JavaScript and able to build fast, scalable, and efficient web applications. What you will learn Use JSON to store metadata for dependency managers, package managers, configuration managers, and metadata stores Handle asynchronous behavior in applications using callbacks, promises, generators, and async-await functions Use JSON for Angular 5, Node.js, Gulp.js, and Hapi.js Implement JSON as BSON in MongoDB Make use of JSON in developing automation scripts Implement JSON for realtime using socket.io and distributed systems using Kafka Who this book is for If you're a web developer with a basic understanding of JavaScript and want to write JSON data, integrate it with RESTful APIs to create faster and scalable applications, this book is for you. More Information
  15. Jessica Brown posted a post in a topic in Programming
    C /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } C A Dabhand Guide by Mark Burgess Publisher Dabs Published Date 1989 Page Count 512 Categories "C" [programming language]. Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 187033616X No description available. More Information
  16. Constructing Programs from Specifications /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Constructing Programs from Specifications Proceedings of the IFIP TC2/WG 2.1 Working Conference on Constructing Programs from Specifications, Pacific Grove, CA, USA, 13-16 May, 1991 by Bernhard Möller Publisher North-Holland Published Date 1991 Page Count 515 Categories Business & Economics / Industries / Construction, Computers / General, Computers / Programming / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 0444891846 This book contains papers and discussion transcripts giving a good survey of the state of the art in deriving programs from their specifications by algebraic means. As opposed to the various refinement calculi for procedural programs, the setting here is mostly that of functional or, to cope with nondeterminacy, relational languages. First approaches to the classification of specifications allow the systematic solution of very general classes of problems. Also, the analysis of the structure of developments is shown in several examples. Impressive work is presented in the area of automating standard derivation tasks, both concerning (semi-)automatic construction of efficient data type implementations and automatic transformation of functional specifications into efficient code. Further papers address automatic program synthesis, rapid prototyping and transformational derivation of parallel algorithms. More Information
  17. Focus on 3D Terrain Programming /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Focus on 3D Terrain Programming by Trent Polack Publisher Premier Press Published Date 2003 Page Count 218 Categories Computers / General, Computers / Software Development & Engineering / Computer Graphics, Computers / Programming / Games, Computers / Programming / General, Games & Activities / Video & Mobile Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1592000282 This book is one-of-a-kind. Most 3D programming books on the market today concentrate on only one (or two) of the four algorithms that are presented in this book. Terrain engines have applications in games, but also in various simulations and they play a very important part in military flight simulations. Terrain engine programming is not only hot and widely applicable, it's fun!. This book is an informative adventure through the world of 3D terrain, packed full of demos, figures and information. More Information
  18. Optimizat︠s︡ii︠a︡ /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Optimizat︠s︡ii︠a︡ by Unknown Author Publisher Akademii︠a︡ nauk SSSR, Sibirskoe otd-nie, Institut matematiki Published Date 1983 Page Count 836 Categories Mathematical optimization Language RU Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN N/A No description available. More Information
  19. Probleme de cercetare operationala /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Probleme de cercetare operationala programare matematica by Ileana Nadejde Publisher Editura Academiei Republicii Socialiste România Published Date 1971 Page Count 449 Categories Algorithms Language RO Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN N/A No description available. More Information
  20. Gamification, Digitalisierung und Industrie 4.0 /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Gamification, Digitalisierung und Industrie 4.0 Transformation und Disruption verstehen und erfolgreich managen by Lutz Anderie Publisher Springer Fachmedien Wiesbaden Published Date 2017-10-20 Page Count 54 Categories Business & Economics / Management, Business & Economics / Production & Operations Management, Computers / Programming / Games, Business & Economics / Strategic Planning, Business & Economics / Research & Development Language DE Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 3658198648 In diesem essential wird erläutert, wie Gamification, Digitalisierung und die vierte industrielle Revolution Gesellschaft, Unternehmensführung und Management verändern. Anhand zahlreicher Grafiken und Abbildungen werden unter anderem die aktuellen Branchenentwicklungen im Hinblick auf Virtual, Augmented und Mixed Reality aufgezeigt. Zukunftstechnologien werden dargelegt, die in der Games Industry entwickelt wurden und Einfluss auf andere Branchen wie beispielsweise die KFZ-Industrie oder das Gesundheitswesen haben. Wertschöpfungsprozesse für Kultur- und Wirtschaftsgüter werden dokumentiert. More Information
  21. AR and VR Using the WebXR API /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } AR and VR Using the WebXR API Learn to Create Immersive Content with WebGL, Three.js, and A-Frame by Rakesh Baruah Publisher Apress Published Date 2020-12-01 Page Count 328 Categories Computers / Internet / Web Programming, Computers / Programming / Games, Computers / Information Technology Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1484263170 Gain an in-depth knowledge in immersive web development to create augmented reality (AR) and virtual reality (VR) applications inside web browsers using WebXR API, WebGL, Three.js, and A-Frame. This project-based book will provide the practice and portfolio content to make the most of what the futures of spatial computing and immersive technology have to offer. Beginning with technical analysis of how web browsers function, the book covers programming languages such as WebGL, JavaScript, and HTML, with an eye on a complete understanding of the WebXR lifecycle. You'll then explore how contemporary web browsers work at the code level and see how to set up a local development server and use it with the Visual Studio Code IDE to create 3D animation in the WebGL programming language. With a familiarity of the web-rendering pipeline in place, you’ll venture on to WebGL abstractions such as the Three.js JavaScript library and Mozilla’s A-Frame XRFramework, which use WebXR to create high-end visual effects. In the final projects of the book, you’ll create an augmented reality web session for an Android phone device, and create a VR scene in A-Frame (built on Three.js) to demo essential components of the WebXR API pertaining to user positioning and interaction. Game engines have become common-place for the creation of mixed reality content. However, developers not interested in learning entirely new workflows may be better suited to work within a medium almost universally open to all—the web; AR and VR Using the WebXR API will show you the way. What You'll Learn Master the creation of virtual reality and augmented reality features for web pagePrepare to work as an immersive web developer with a portfolio of projects in sought-after technologiesReview the fundamentals of writing shaders in WebGLExperience the unity between client, server, and cloud architecture as it applies to location-based ARWho This Book Is For Aspiring immersive web developers and developers already familiar with the fundamentals of web development who want to further explore topics such as spatial computing, computer vision, spatial anchors, and cloud-computing for multi-user social experiences. More Information
  22. Physics for JavaScript Games, Animation, and Simulations /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Physics for JavaScript Games, Animation, and Simulations by Dev Ramtal, Adrian Dobre Publisher Apress Published Date 2014-05-29 Page Count 508 Categories Computers / Programming / Games, Computers / Software Development & Engineering / General, Computers / Information Technology Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1430263377 Have you ever wanted to include believable, solid interactivity in your games and projects to give them that extra edge? Physics for JavaScript Games, Animation, and Simulations teaches you how to incorporate real physics, such as gravity, friction, and buoyancy, into your HTML5 games, animations, and simulations. It also includes more advanced topics, such as particle systems, which are essential for creating effects such as sparks or smoke. Finally, the book addresses the key issue of balancing accuracy and performance in your games and simulations, and the final chapters give you the information and the code to make the right choice for your project. Physics for JavaScript Games, Animation, and Simulations assumes you have a basic knowledge of JavaScript and HTML5. However, no previous knowledge of physics is required—only some very basic math skills. The authors present everything from basic principles to advanced concepts in an approachable way, so you'll be able to follow the logic and easily adapt the principles to your own applications. The book is packed full of practical examples of how physics can be applied to your own games and applications. Spring behaviors can be used for anything from tweaking lowrider suspension to creating menu systems; flotation mechanics enable the simulation of submersibles or dirigibles; you can even create your own universe with accurate orbits and gravity. It doesn't matter if you're modeling the Lorentz force in an electromagnetic field, or you're modeling the lethal force of your blade of Ch'Thon, Physics for JavaScript Games, Animation, and Simulations enables you to fill your games and applications with accurate and realistic effects. What you’ll learnLearn all the basic math and physics you'll need to incorporate realism into your projects. Incorporate a wide range of forces such as gravity, friction, and buoyancy. Build a number of realistic simulations. Model particle systems and use them to create visual effects. Create complex systems using rigid bodies and mass-spring systems. Deal with numerical subtleties, including accuracy and stability of integration schemes.Who this book is for Physics for JavaScript Games, Animation, and Simulations is for JavaScript developers interested in incorporating real physics into their games, animations, simulations or generative art projects. More Information
  23. Jessica Brown posted a post in a topic in Programming
    Runaway Robot /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Runaway Robot by J. L. Anderson Publisher Rourke Educational Media Published Date 2016-08 Page Count 64 Categories Juvenile Fiction / Technology / General, Juvenile Fiction / Robots Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1681917165 It's going to be one of those kinds of days. Paisley has homework to do and the house is a mess. Join Paisley and Ben as they create a robot to help with all the chores. What could go wrong? This title includes activities, websites, and a spotlight on women in science. Paired to the nonfiction title Steam Guide to Inventions. More Information
  24. Scripting Farming Simulator with Lua /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Scripting Farming Simulator with Lua Unlocking the Virtual Fields by Zander Brumbaugh, Manuel Leithner Publisher Apress Published Date 2023-12-30 Page Count 336 Categories Computers / Programming / Games, Computers / Information Technology Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 9798868800597 Create mods using the popular game Farming Simulator with Lua, a versatile scripting language that can run on various platforms and applications. This open access book is best suited for programmers who want to learn how to use Lua to write scripts that can enhance and extend the gameplay experience. You'll start by reviewing the basics of programming in Lua and then move on to advanced topics, such as object-oriented programming, vehicle and placeable specializations, network synchronization, and creating custom user interfaces. With step-by-step instructions and detailed explanations, you'll see how to create scripts that modify game mechanics and add new features to the game. The practical examples and projects are ideal for providing hands-on experience with Lua scripting. Whether you are a creator looking to take your skills to the next level or a game developer interested in learning a new programming language, Scripting Farming Simulator with Luais the ultimate guide to mastering Lua scripting. What You'll Learn Understand the fundamentals of programming in LUAImplement a basic “Hello-World” modAdd a new graphical user interface to your modUse hook scripts to extend base game featuresPublish your mod on the official Farming Simulator ModHub Who This Book Is For Creators who want to add new features to Farming Simulator; game developers who want to learn a new programming language for modding purposes, and anyone who wants to expand their knowledge of programming and scripting. More Information
  25. How to Make a Game /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } How to Make a Game Go From Idea to Publication Avoiding the Common Pitfalls Along the Way by Minhaz-Us-Salakeen Fahme, Tanimul Haque Khan Publisher Apress Published Date 2021-05-25 Page Count 278 Categories Computers / Programming / Games, Computers / Languages / General, Computers / Information Technology Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1484269160 Get a head start on making your games efficiently by avoiding common design and development pitfalls. Video games combine art and programming; this unique position has opened up opportunities for many pitfalls. This book takes you through the fundamentals of game making and the usual mistakes and bad practices that can harm your games. We start with the common difficulties and challenges, ways to find the gaps, and game design. Next, we discuss game engines and other tools you need to choose while making a game, how you should choose them, and the design documents you need to make. We also cover simple but important tweaks in game mechanics as well as the look and feel of your game. We will also discuss conventions for naming, code structuring, project structuring, and coding. Your thought process will be guided in a way that you can look for the proper approach to make a successful game. The book sheds light upon how to improve the overall game experience andfinalize the game for release. Along the journey, we will explore some interesting stories of games and mythology as well. By the end of the book, you will know about the basic life cycle of a game development process and how to not make a game. What You Will Learn Discover the fundamentals of game design See some intermediate coding tricks to make your games betterGrasp the pitfalls to avoid while designing and programming gamesMaster the different conventions and practices for file naming and structuring your projects Who This Book Is For People who want to make games. Basic programming experience is assumed. More Information

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