Showing 1,001 - 1,020 results of 1,158 for search '((((rain OR gain) OR (((bgain OR (bttpain OR btttrain)) OR ((((sbrain OR brain) OR sttrain) OR (sbbgain OR sbbgain)) OR sbgain)) OR (tgain OR again))) OR ((main OR min) OR (main OR min))) OR (train OR (tmain OR tgain))) tax', query time: 0.41s Refine Results
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    How to guide your team through change / by Assemble You.

    Published 2022
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    Electronic Audio
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    Rural China : Economic and Social Change in the Late Twentieth Century. by Fan, Jie

    Published 2015
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    CFP Board financial planning competency handbook / CFP Board.

    Published 2015
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  13. 1013

    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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    Who has the Right to Vote? A History / Makematic.

    Published 2021
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    Electronic Video
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    Central America, Panama, and the Dominican Republic. by Pinon, Marco

    Published 2013
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    The Darwin Economy Frank, Robert. by Frank, Robert

    Published 2011
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