Search Results - function-((level programming) OR (games programming))
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IPhone game blueprints : develop amazing games, visual charts, plots, and graphics for your iPhone
Published 2013Table of Contents: “…Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Starting the Game; Telling a story; Characters; Levels; Naming; Working with graphic assets; Sprites and tiles; Preparing animation; Background; Application icon; Achievements; Trophies; Banners; Screenshots; Gameplay videos; Summary; Chapter 2: Ergonomics; Portraying the player; Ergonomic aspects; Simple rules; Distance to the game; The Pause button; Autosaving; The Continue button; Visibility of the control elements; Direct control; Introducing functionality.…”
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Godot Engine Game Development Projects : Build Five Cross-Platform 2D and 3D Games with Godot 3. 0.
Published 2018Full text (MFA users only)
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CryENGINE game programming with C++, C♯, and Lua
Published 2013Table of Contents: “…Starting the LauncherDedicated server; Compiling the CryGame project (C++); What just happened?; The CE Game Programming Sample solution breakdown; CryGame; CryAction; CryCommon; The CryENGINE folder structure; PAK files; File query priority; Attaching the debugger; What just happened?…”
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Unreal Engine Virtual Reality Quick Start Guide : Design and Develop Immersive Virtual Reality Experiences with Unreal Engine 4.
Published 2019Table of Contents: “…Chapter 2: Locomotion, Design, and Starting Our ProjectThe Human-Centered Design process; Choosing our locomotion method; Natural locomotion; Artificial locomotion; Cockpit locomotion ; Physical locomotion; Setting up new game files in UE4; Project setup; Creating our custom Game Mode; Creating a GameState; Creating a custom PlayerPawn; Programming our custom PlayerPawn; Summary; Chapter 3:Exploring Riveting Gameplay in Virtual Reality; What does VR bring to video games?…”
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Game localization : translating for the global digital entertainment industry
Published 2013Full text (MFA users only)
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Anyone Can Code : The Art and Science of Logical Creativity.
Published 2020Table of Contents: “…4.4 Combining Selection and Iteration -- 4.4.1 Guessing Game -- 4.4.2 Simple Calculator -- 4.5 Naming Conventions -- 4.5.1 #Define In C/C ++ -- Highlights -- End-of-Chapter Notes -- Chapter 5 Functions -- Overview -- 5.1 Defining and Using Functions -- 5.1.1 Returning From a Function -- 5.2 Functions in C/C++ -- 5.2.1 Void Main() -- 5.2.2 Void Hello() -- 5.2.3 Int Getdata() -- 5.3 Local and Global Variables -- 5.4 Function Parameters -- 5.4.1 Simple Board Game Simulator -- 5.4.2 Bmi Calculator -- 5.4.3 Prime Number Listing -- Highlights -- End-of-Chapter Notes -- Part 3 Structured Programming…”
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Trends in functional programming. Vol. 5
Published 2006Full text (MFA users only)
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Functional Python programming : discover the power of functional programming, generator functions, lazy evaluation, the built-in itertools library, and monads
Published 2018Table of Contents: “…Cover -- Copyright and Credits -- Packt Upsell -- Contributors -- Table of Contents -- Preface -- Chapter 1: Understanding Functional Programming -- Identifying a paradigm -- Subdividing the procedural paradigm -- Using the functional paradigm -- Using a functional hybrid -- Looking at object creation -- The stack of turtles -- A classic example of functional programming -- Exploratory data analysis -- Summary -- Chapter 2: Introducing Essential Functional Concepts -- First-class functions -- Pure functions -- Higher-order functions -- Immutable data -- Strict and non-strict evaluation -- Recursion instead of an explicit loop state -- Functional type systems -- Familiar territory -- Learning some advanced concepts -- Summary -- Chapter 3: Functions, Iterators, and Generators -- Writing pure functions -- Functions as first-class objects -- Using strings -- Using tuples and named tuples -- Using generator expressions -- Exploring the limitations of generators -- Combining generator expressions -- Cleaning raw data with generator functions -- Using lists, dicts, and sets -- Using stateful mappings -- Using the bisect module to create a mapping -- Using stateful sets -- Summary -- Chapter 4: Working with Collections -- An overview of function varieties -- Working with iterables -- Parsing an XML file -- Parsing a file at a higher level -- Pairing up items from a sequence -- Using the iter() function explicitly -- Extending a simple loop -- Applying generator expressions to scalar functions -- Using any() and all() as reductions -- Using len() and sum() -- Using sums and counts for statistics -- Using zip() to structure and flatten sequences -- Unzipping a zipped sequence -- Flattening sequences -- Structuring flat sequences -- Structuring flat sequences -- an alternative approach -- Using reversed() to change the order.…”
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Linear programming and resource allocation modeling
Published 2019Full text (MFA users only)
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Verified Functional Programming in Agda.
Published 2016Table of Contents: “…Intro -- Contents -- Preface -- 1. Functional Programming with the Booleans -- 2. Introduction to Constructive Proof -- 3. …”
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Computer games : learning objectives, cognitive performance and effects on development
Published 2010Full text (MFA users only)
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Game Programming using Qt 5 Beginner's Guide : Create amazing games with Qt 5, C++, and Qt Quick, 2nd Edition.
Published 2018Table of Contents: “…; Automatic slot connection and its drawbacks; Time for action -- Changing the texts on the labels from the code; Creating a widget for the tic-tac-toe board; Choosing between designer forms and plain C++ classes; Time for action -- Creating a game board widget; What just happened?; Automatic deletion of objects; Time for action -- Functionality of a tic-tac-toe board; Time for action -- Reacting to the game board's signals; What just happened?…”
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Mastering UI Development with Unity : an in-depth guide to developing engaging user interfaces with Unity 5, Unity 2017, and Unity 2018.
Published 2018Table of Contents: “…Cover; Title Page; Copyright and Credits; Packt Upsell; Contributors; Table of Contents; Preface; Chapter 1: Designing User Interfaces; UI and GUI; Four game interface types; Layout; Color schemes; Interface metaphors; Resolution and aspect ratio; Changing the aspect ratio and resolution of the game view; Building for a single resolution; Resetting the resolution; Method 1 -- PlayerPrefs. …”
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Marmalade SDK mobile game developement essentials
Published 2012Full text (MFA users only)
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Mobile Game Design Essentials.
Published 2013Table of Contents: “…Coding Games -- Main features of programming languages -- Libraries -- Abstraction.…”
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