Showing 1,181 - 1,200 results of 1,228 for search '((((rain OR (((btrain OR train) OR stpain) OR ((tbbrain OR tbbbrain) OR (tbbrain OR tbbbrain)))) OR ((((again OR (bagain OR barmain)) OR ((btbrain OR (btttrain OR btttbrain)) OR bttpain)) OR (((((main OR (bpain OR pain)) OR (((sttrain OR sbttttrain) OR stmain) OR (sbtmain OR sbtmain))) OR sbgain) OR (((sbbbbbrain OR sbbbbbrain) OR ((sbtbtrain OR sbtbbrain) OR sbtbmain)) OR (sbbgain OR sbbmain))) OR sbgain)) OR gain)) OR (min OR min)) OR (spain OR tmain)) tax', query time: 0.73s Refine Results
  1. 1181
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  3. 1183

    Procedural Content Generation for C++ Game Development. by Green, Dale

    Published 2016
    Table of Contents: “…Cover -- Copyright -- Credits -- About the Author -- Acknowledgment -- About the Reviewer -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: An Introduction to Procedural Generation -- Procedural generation versus random generation -- Procedural generation -- Random generation -- Introducing randomness -- Pseudorandom number generation -- Why computers can't generate truly random numbers -- Generating random numbers in C++ -- Generating random numbers within a range -- Seeds -- Defining seeds -- Using seeds -- Generating random seeds during the runtime -- Controlled randomness is the key to generating random numbers -- The use of procedural generation in games -- Saving space -- Map generation -- Texture creation -- Animation -- Sound -- Benefits of procedural generation -- Larger games can be created -- Procedural generation can be used to lower budgets -- An increase in gameplay variety -- An increase in replayability -- The drawbacks of procedural generation -- More taxing on the hardware -- Worlds can feel repetitive -- You sacrifice quality control -- You may generate an unplayable world -- It is hard to script set game events -- A brief history of rogue-like games -- How we'll implement procedural generation -- Populating environments -- Creating unique game objects -- Creating unique art -- Audio manipulation -- Behavior and mechanics -- Dungeon generation -- Component-based design -- The complete game -- Exercises -- Summary -- Chapter 2: Project Setup and Breakdown -- Choosing an IDE -- Microsoft Visual Studio -- Code::Blocks -- Other IDEs -- Build systems -- Breaking down the game template -- Download templates -- The class diagram -- The object hierarchy -- Level data -- Collision -- Input -- Simple and Fast Multimedia Library (SFML) -- Defining SFML -- Why we'll be using SFML -- Learning SFML -- Alternatives.…”
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  4. 1184
  5. 1185
  6. 1186
  7. 1187
  8. 1188

    Procedural Content Generation for C++ Game Development. by Green, Dale

    Published 2016
    Table of Contents: “…Cover -- Copyright -- Credits -- About the Author -- Acknowledgment -- About the Reviewer -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: An Introduction to Procedural Generation -- Procedural generation versus random generation -- Procedural generation -- Random generation -- Introducing randomness -- Pseudorandom number generation -- Why computers can't generate truly random numbers -- Generating random numbers in C++ -- Generating random numbers within a range -- Seeds -- Defining seeds -- Using seeds -- Generating random seeds during the runtime -- Controlled randomness is the key to generating random numbers -- The use of procedural generation in games -- Saving space -- Map generation -- Texture creation -- Animation -- Sound -- Benefits of procedural generation -- Larger games can be created -- Procedural generation can be used to lower budgets -- An increase in gameplay variety -- An increase in replayability -- The drawbacks of procedural generation -- More taxing on the hardware -- Worlds can feel repetitive -- You sacrifice quality control -- You may generate an unplayable world -- It is hard to script set game events -- A brief history of rogue-like games -- How we'll implement procedural generation -- Populating environments -- Creating unique game objects -- Creating unique art -- Audio manipulation -- Behavior and mechanics -- Dungeon generation -- Component-based design -- The complete game -- Exercises -- Summary -- Chapter 2: Project Setup and Breakdown -- Choosing an IDE -- Microsoft Visual Studio -- Code::Blocks -- Other IDEs -- Build systems -- Breaking down the game template -- Download templates -- The class diagram -- The object hierarchy -- Level data -- Collision -- Input -- Simple and Fast Multimedia Library (SFML) -- Defining SFML -- Why we'll be using SFML -- Learning SFML -- Alternatives.…”
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  9. 1189
  10. 1190
  11. 1191
  12. 1192

    Managing water for all : an OECD perspective on pricing and financing.

    Published 2013
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  13. 1193

    Climate Change and United States Forests. by Peterson, David L. (David Lawrence), 1954-

    Published 2013
    Table of Contents: “…7.5.1 Increasing Forest C by Decreasing Harvest and Protecting Large C Stocks -- 7.5.2 Managing Forest Carbon with Fuel Treatments -- 7.5.3 Increasing Forest C Stocks by Increasing Forest Growth -- 7.6 Ex Situ Forest C Management -- 7.6.1 Carbon in Forest Products -- 7.6.2 Product Substitution -- 7.6.3 Biomass Energy -- 7.7 Mitigation Strategies: Markets, Regulations, Taxes, and Incentives -- 7.7.1 Markets, Registries, and Protocols for Forest-Based Carbon Projects -- 7.7.2 Tax and Incentive Programs -- 7.8 The Role of Public Lands in C Mitigation -- References -- 8 Adapting to Climate Change -- 8.1 Principles for Forest Climate Adaptation -- 8.1.1 Adaptation Planning and Implementation -- 8.1.2 Education and Training -- 8.1.3 Science-Management Partnerships -- 8.1.4 Risk and Uncertainty -- 8.1.5 Toolkit Approach -- 8.1.6 No-Regrets Decision Making -- 8.1.7 Flexibility and Adaptive Learning -- 8.1.8 Mixed-Models Approach -- 8.1.9 Integration with Other Priorities and Forest Management Objectives -- 8.2 The Context for Adaptation -- 8.3 The Adaptation Process -- 8.3.1 Overview of Forest Adaptation Strategies -- 8.3.2 Strategic Steps for Adaptation -- 8.4 Tools and Resources for Adaptation and Implementation -- 8.5 Institutional Responses -- 8.5.1 U.S. …”
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  14. 1194

    Climate Change and United States Forests. by Peterson, David L. (David Lawrence), 1954-

    Published 2013
    Table of Contents: “…7.5.1 Increasing Forest C by Decreasing Harvest and Protecting Large C Stocks -- 7.5.2 Managing Forest Carbon with Fuel Treatments -- 7.5.3 Increasing Forest C Stocks by Increasing Forest Growth -- 7.6 Ex Situ Forest C Management -- 7.6.1 Carbon in Forest Products -- 7.6.2 Product Substitution -- 7.6.3 Biomass Energy -- 7.7 Mitigation Strategies: Markets, Regulations, Taxes, and Incentives -- 7.7.1 Markets, Registries, and Protocols for Forest-Based Carbon Projects -- 7.7.2 Tax and Incentive Programs -- 7.8 The Role of Public Lands in C Mitigation -- References -- 8 Adapting to Climate Change -- 8.1 Principles for Forest Climate Adaptation -- 8.1.1 Adaptation Planning and Implementation -- 8.1.2 Education and Training -- 8.1.3 Science-Management Partnerships -- 8.1.4 Risk and Uncertainty -- 8.1.5 Toolkit Approach -- 8.1.6 No-Regrets Decision Making -- 8.1.7 Flexibility and Adaptive Learning -- 8.1.8 Mixed-Models Approach -- 8.1.9 Integration with Other Priorities and Forest Management Objectives -- 8.2 The Context for Adaptation -- 8.3 The Adaptation Process -- 8.3.1 Overview of Forest Adaptation Strategies -- 8.3.2 Strategic Steps for Adaptation -- 8.4 Tools and Resources for Adaptation and Implementation -- 8.5 Institutional Responses -- 8.5.1 U.S. …”
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  15. 1195

    Decentralization in Madagascar.

    Published 2004
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  16. 1196

    Daresalam (Let there Be Peace).

    Published 2015
    Streaming video (Wentworth users only)
    Electronic Video
  17. 1197

    CAE study guide 2015 : preparation reference for the Certified Association Executive exam / Kathleen M. Edwards, CAE.

    Published 2015
    Table of Contents: “…Volunteer Leadership Development -- Recruitment, Training, Recognition, and Accountability Systems -- A Succession Plan -- Education and Orientation on Ethics and Fiduciary Responsibilities -- C. …”
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  18. 1198

    CAE study guide 2015 : preparation reference for the Certified Association Executive exam / Kathleen M. Edwards, CAE.

    Published 2015
    Table of Contents: “…Volunteer Leadership Development -- Recruitment, Training, Recognition, and Accountability Systems -- A Succession Plan -- Education and Orientation on Ethics and Fiduciary Responsibilities -- C. …”
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    Magento 2 Beginners Guide. by Guarino, Gabriel

    Published 2017
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