Showing 1,041 - 1,060 results of 1,079 for search '((((rain OR ((bttrain OR sttrain) OR ((tbbmain OR tbbbmain) OR (tbbmain OR tbbbmain)))) OR (((((again OR amain) OR ((bamain OR bamain) OR barmain)) OR ((btttttrain OR (bttmain OR bttmain)) OR bttpain)) OR (((((bmain OR brain) OR ((((sttmain OR stmain) OR sbtttbbrain) OR stmain) OR ((sbtmain OR (sbtrain OR sbttrain)) OR (sbtmain OR (sbtrain OR sbttrain))))) OR sbgain) OR (((((sbbbbtbbbrain OR sbbbbtbbbtrain) OR sbbbbrain) OR sbbbbmain) OR (sbtbrain OR sbtbmain)) OR (sbbgain OR (sbbtrain OR strain)))) OR sbgain)) OR gain)) OR (min OR min)) OR (spain OR (main OR tbrain))) tax', query time: 0.92s Refine Results
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    Dangerous Guesswork In Economic Policy by Max Steuer. by Steuer, Max

    Published 2024
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  6. 1046
  7. 1047

    Artificial Tanning Devices. by Organization, World Health

    Published 2017
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  8. 1048
  9. 1049

    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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    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 2023
    Table 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. …”
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  15. 1055

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

    Published 2013
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  19. 1059

    Decentralization in Madagascar.

    Published 2004
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  20. 1060

    Daresalam (Let there Be Peace).

    Published 2015
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