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Procedural Content Generation for C++ Game Development.
Published 2016Table 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.…”
Full text (Wentworth users only)
Electronic eBook -
1464
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1465
Portfolio construction and analytics / Frank J. Fabozzi, Dessislava Pachamanova.
Published 2016Full text (Wentworth users only)
Electronic eBook -
1466
Portfolio construction and analytics / Frank J. Fabozzi, Dessislava Pachamanova.
Published 2016Full text (Wentworth users only)
Electronic eBook -
1467
Procedural Content Generation for C++ Game Development.
Published 2016Table 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.…”
Full text (Wentworth users only)
Electronic eBook -
1468
Proceedings of the 2009 International Conference on Software Technology and Engineering, Chennai, India, 24-26 July 2009 / editors, Venkatesh Mahadevan, Jianhong Zhou, Allan Ng.
Published 2009Table of Contents: “…Sudhaker Samuel -- Assessing corporate environmental and sustainability reports using text mining and Bayesian estimate / Jashua R. …”
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Electronic Conference Proceeding eBook -
1469
Regulation of Energy Markets Economic Mechanisms and Policy Evaluation / by Machiel Mulder.
Published 2023Full text (Wentworth users only)
Electronic eBook -
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1471
Elements of environmental management / Werner Antweiler.
Published 2014Table of Contents: “…The systems approach -- 1.3. What is sustainability? -- 1.3.1. Intergenerational trade-offs -- 1.3.2. …”
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Electronic eBook -
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Daresalam (Let there Be Peace).
Published 2015Streaming video (Wentworth users only)
Electronic Video -
1474
Civil engineering All-in-One PE exam guide breadth and depth / Indranil Goswami.
Published 2015Table of Contents: “…Engineering economics -- Types of cash flow -- The year-end accounting convention -- Nonannual compounding -- Engineering economics factors -- Present worth -- Principal in a sinking fund -- Nonannual compounding -- Capitalized cost -- Equivalent uniform annual cost -- Depreciation -- Tax issues -- Bonds -- Break-even analysis -- Benefit-cost analysis -- 502. …”
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1475
Financial management / Sheeba Kapil.
Published 2011Table of Contents: “…2.6.1.4 Measuring the profi t -- 2.6.2 Statement of Owner's Equity -- 2.6.3 The Balance Sheet -- 2.6.3.1 Types of balance sheet -- 2.6.3.2 Relationship between balance sheet and income statement -- 2.6.3.3 Classification of capital and revenue -- 2.6.3.4 Depreciation -- 2.7 Double-entry System of Accounting -- 2.7.1 Features of the Double-entry System -- 2.7.2 The 'T' Account -- 2.7.3 General Rules for Debit and Credit -- 2.7.4 Rules for Debit and Credit According to Accounts -- 2.7.4.1 Rule 1: Debit the receiver and credit the giver -- 2.7.4.2 Rule 2: Debit what comes in and credit what goes out -- 2.7.4.3 Rule 3: Debit all expenses or losses and credit all income or gain -- 2.8 Journals -- 2.9 Ledgers -- 2.10 Trial Balance -- 2.11 Annual Reports of Companies -- 2.12 Advantages of Accounting -- 2.13 Limitations of Accounting -- Key Terms -- Summary -- Classroom Exercises -- Solved Problems -- Unsolved Problems -- Case Application -- Endnotes -- Chapter 3: Cash Flow Statements -- 3.1 Introduction -- 3.2 Rationale of Cash Flow Statements -- Business Insight 3.1: Doing Away with Negative Cash Flows -- 3.3 Preparation of Cash Flow Statements -- Business Snapshot 3.1: Tata Nano to Improve the Cash Position of Tata Motors -- 3.3.1 Measuring the Change in the Cash Position of the Company -- 3.3.2 Measuring the Net Cash Flow from the Operations of the Company -- 3.3.2.1 Cash flow arising from operating activities -- 3.3.2.2 Cash received from customers -- 3.3.2.3 Cash received from interest and dividends -- 3.3.2.4 Cash paid for inventory -- 3.3.2.5 Cash paid for operating expenses -- 3.3.2.6 Cash paid for interest -- 3.3.2.7 Cash paid for income taxes -- 3.3.3 Cash Flow Arising from Investing Activities -- 3.3.4 Cash Flow Arising from Financing Activities -- 3.3.5 Compiling the Cash Flows Arising from Different Activities.…”
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Electronic eBook -
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The Sri Lankan economy : charting a new course / edited by Prema-chandra Athukorala, Edimon Ginting, Hal Hill, and Utsav Kumar.
Published 2017Table of Contents: “…Potential Reform Pathways -- Financing Sustainable Urbanization in Sri Lanka -- 7.1. Introduction -- 7.2. …”
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Electronic eBook -
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Tight oil reservoirs : characterization, modeling, and field development / Hadi Belhaj.
Published 2023Table of Contents: “…Revenue estimation -- 8.2.4. Taxes and royalties.…”
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Electronic eBook