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1041
Regional Economic Outlook, April 2018, Western Hemisphere Department.
Published 2018Full text (Wentworth users only)
Electronic eBook -
1042
Fiscal policy within the IS-LM framework / Shahdad Naghshpour.
Published 2014Full text (Wentworth users only)
Electronic eBook -
1043
Audel questions and answers for electrician's examinations / Paul Rosenberg.
Published 2011Full text (Wentworth users only)
Electronic eBook -
1044
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1045
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1046
Regulation of Energy Markets Economic Mechanisms and Policy Evaluation / by Machiel Mulder.
Published 2021Full text (Wentworth users only)
Electronic eBook -
1047
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1048
-
1049
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 -
1050
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1051
Challenges of the Modern Economy Digital Technologies, Problems, and Focus Areas of the Sustainable Development of Country and Regions / edited by Yakhya G. Buchaev, Arsen S. Abdul...
Published 2023Table of Contents: “…Import Substitution: the Main Directions of Import Substitution, the Pros and Cons of the Implemented State Program, Some Success Stories of Import Substitution and its Prospects -- 16. …”
Full text (Wentworth users only)
Electronic eBook -
1052
Portfolio construction and analytics / Frank J. Fabozzi, Dessislava Pachamanova.
Published 2016Full text (Wentworth users only)
Electronic eBook -
1053
Portfolio construction and analytics / Frank J. Fabozzi, Dessislava Pachamanova.
Published 2016Full text (Wentworth users only)
Electronic eBook -
1054
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1055
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 -
1056
Regulation of Energy Markets Economic Mechanisms and Policy Evaluation / by Machiel Mulder.
Published 2023Full text (Wentworth users only)
Electronic eBook -
1057
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1058
Managing water for all : an OECD perspective on pricing and financing.
Published 2013Full text (Wentworth users only)
Electronic eBook -
1059
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1060
Daresalam (Let there Be Peace).
Published 2015Streaming video (Wentworth users only)
Electronic Video