Author: Antoinette Burton
Publisher: Duke University Press
ISBN: 0822386453
Category : History
Languages : en
Pages : 460
Book Description
From portrayals of African women’s bodies in early modern European travel accounts to the relation between celibacy and Indian nationalism to the fate of the Korean “comfort women” forced into prostitution by the occupying Japanese army during the Second World War, the essays collected in Bodies in Contact demonstrate how a focus on the body as a site of cultural encounter provides essential insights into world history. Together these essays reveal the “body as contact zone” as a powerful analytic rubric for interpreting the mechanisms and legacies of colonialism and illuminating how attention to gender alters understandings of world history. Rather than privileging the operations of the Foreign Office or gentlemanly capitalists, these historical studies render the home, the street, the school, the club, and the marketplace visible as sites of imperial ideologies. Bodies in Contact brings together important scholarship on colonial gender studies gathered from journals around the world. Breaking with approaches to world history as the history of “the West and the rest,” the contributors offer a panoramic perspective. They examine aspects of imperial regimes including the Ottoman, Mughal, Soviet, British, Han, and Spanish, over a span of six hundred years—from the fifteenth century through the mid-twentieth. Discussing subjects as diverse as slavery and travel, ecclesiastical colonialism and military occupation, marriage and property, nationalism and football, immigration and temperance, Bodies in Contact puts women, gender, and sexuality at the center of the “master narratives” of imperialism and world history. Contributors. Joseph S. Alter, Tony Ballantyne, Antoinette Burton, Elisa Camiscioli, Mary Ann Fay, Carter Vaughn Findley, Heidi Gengenbach, Shoshana Keller, Hyun Sook Kim, Mire Koikari, Siobhan Lambert-Hurley, Melani McAlister, Patrick McDevitt, Jennifer L. Morgan, Lucy Eldersveld Murphy, Rosalind O’Hanlon, Rebecca Overmyer-Velázquez, Fiona Paisley, Adele Perry, Sean Quinlan, Mrinalini Sinha, Emma Jinhua Teng, Julia C. Wells
Bodies in Contact
Author: Antoinette Burton
Publisher: Duke University Press
ISBN: 0822386453
Category : History
Languages : en
Pages : 460
Book Description
From portrayals of African women’s bodies in early modern European travel accounts to the relation between celibacy and Indian nationalism to the fate of the Korean “comfort women” forced into prostitution by the occupying Japanese army during the Second World War, the essays collected in Bodies in Contact demonstrate how a focus on the body as a site of cultural encounter provides essential insights into world history. Together these essays reveal the “body as contact zone” as a powerful analytic rubric for interpreting the mechanisms and legacies of colonialism and illuminating how attention to gender alters understandings of world history. Rather than privileging the operations of the Foreign Office or gentlemanly capitalists, these historical studies render the home, the street, the school, the club, and the marketplace visible as sites of imperial ideologies. Bodies in Contact brings together important scholarship on colonial gender studies gathered from journals around the world. Breaking with approaches to world history as the history of “the West and the rest,” the contributors offer a panoramic perspective. They examine aspects of imperial regimes including the Ottoman, Mughal, Soviet, British, Han, and Spanish, over a span of six hundred years—from the fifteenth century through the mid-twentieth. Discussing subjects as diverse as slavery and travel, ecclesiastical colonialism and military occupation, marriage and property, nationalism and football, immigration and temperance, Bodies in Contact puts women, gender, and sexuality at the center of the “master narratives” of imperialism and world history. Contributors. Joseph S. Alter, Tony Ballantyne, Antoinette Burton, Elisa Camiscioli, Mary Ann Fay, Carter Vaughn Findley, Heidi Gengenbach, Shoshana Keller, Hyun Sook Kim, Mire Koikari, Siobhan Lambert-Hurley, Melani McAlister, Patrick McDevitt, Jennifer L. Morgan, Lucy Eldersveld Murphy, Rosalind O’Hanlon, Rebecca Overmyer-Velázquez, Fiona Paisley, Adele Perry, Sean Quinlan, Mrinalini Sinha, Emma Jinhua Teng, Julia C. Wells
Publisher: Duke University Press
ISBN: 0822386453
Category : History
Languages : en
Pages : 460
Book Description
From portrayals of African women’s bodies in early modern European travel accounts to the relation between celibacy and Indian nationalism to the fate of the Korean “comfort women” forced into prostitution by the occupying Japanese army during the Second World War, the essays collected in Bodies in Contact demonstrate how a focus on the body as a site of cultural encounter provides essential insights into world history. Together these essays reveal the “body as contact zone” as a powerful analytic rubric for interpreting the mechanisms and legacies of colonialism and illuminating how attention to gender alters understandings of world history. Rather than privileging the operations of the Foreign Office or gentlemanly capitalists, these historical studies render the home, the street, the school, the club, and the marketplace visible as sites of imperial ideologies. Bodies in Contact brings together important scholarship on colonial gender studies gathered from journals around the world. Breaking with approaches to world history as the history of “the West and the rest,” the contributors offer a panoramic perspective. They examine aspects of imperial regimes including the Ottoman, Mughal, Soviet, British, Han, and Spanish, over a span of six hundred years—from the fifteenth century through the mid-twentieth. Discussing subjects as diverse as slavery and travel, ecclesiastical colonialism and military occupation, marriage and property, nationalism and football, immigration and temperance, Bodies in Contact puts women, gender, and sexuality at the center of the “master narratives” of imperialism and world history. Contributors. Joseph S. Alter, Tony Ballantyne, Antoinette Burton, Elisa Camiscioli, Mary Ann Fay, Carter Vaughn Findley, Heidi Gengenbach, Shoshana Keller, Hyun Sook Kim, Mire Koikari, Siobhan Lambert-Hurley, Melani McAlister, Patrick McDevitt, Jennifer L. Morgan, Lucy Eldersveld Murphy, Rosalind O’Hanlon, Rebecca Overmyer-Velázquez, Fiona Paisley, Adele Perry, Sean Quinlan, Mrinalini Sinha, Emma Jinhua Teng, Julia C. Wells
Three-Dimensional Elastic Bodies in Rolling Contact
Author: J.J. Kalker
Publisher: Springer Science & Business Media
ISBN: 9401578893
Category : Science
Languages : en
Pages : 331
Book Description
This book is intended for mechanicians, engineering mathematicians, and, generally for theoretically inclined mechanical engineers. It has its origin in my Master's Thesis (J 957), which I wrote under the supervision of Professor Dr. R. Timman of the Delft TH and Dr. Ir. A. D. de Pater of Netherlands Railways. I did not think that the surface of the problem had even been scratched, so I joined de Pater, who had by then become Professor in the Engineering Mechanics Lab. of the Delft TH, to write my Ph. D. Thesis on it. This thesis (1967) was weil received in railway circles, which is due more to de Pater's untiring promotion than to its merits. Still not satisfied, I feit that I needed more mathe matics, and I joined Professor Timman's group as an Associate Professor. This led to the present work. Many thanks are due to G. M. L. Gladwell, who thoroughly polished style and contents of the manuscript. Thanks are also due to my wife, herself an engineering mathematician, who read the manuscript through critically, and made many helpful comments, to G. F. M. Braat, who also read an criticised, and, in addition, drew the figures together with J. Schonewille, to Ms. A. V. M. de Wit, Ms. M. den Boef, and Ms. P. c. Wilting, who typed the manuscript, and to the Publishers, who waited patiently. Delft-Rotterdam, 17 July 1990. J. J.
Publisher: Springer Science & Business Media
ISBN: 9401578893
Category : Science
Languages : en
Pages : 331
Book Description
This book is intended for mechanicians, engineering mathematicians, and, generally for theoretically inclined mechanical engineers. It has its origin in my Master's Thesis (J 957), which I wrote under the supervision of Professor Dr. R. Timman of the Delft TH and Dr. Ir. A. D. de Pater of Netherlands Railways. I did not think that the surface of the problem had even been scratched, so I joined de Pater, who had by then become Professor in the Engineering Mechanics Lab. of the Delft TH, to write my Ph. D. Thesis on it. This thesis (1967) was weil received in railway circles, which is due more to de Pater's untiring promotion than to its merits. Still not satisfied, I feit that I needed more mathe matics, and I joined Professor Timman's group as an Associate Professor. This led to the present work. Many thanks are due to G. M. L. Gladwell, who thoroughly polished style and contents of the manuscript. Thanks are also due to my wife, herself an engineering mathematician, who read the manuscript through critically, and made many helpful comments, to G. F. M. Braat, who also read an criticised, and, in addition, drew the figures together with J. Schonewille, to Ms. A. V. M. de Wit, Ms. M. den Boef, and Ms. P. c. Wilting, who typed the manuscript, and to the Publishers, who waited patiently. Delft-Rotterdam, 17 July 1990. J. J.
Rhetorical Touch
Author: Shannon Walters
Publisher: Univ of South Carolina Press
ISBN: 1611173841
Category : Language Arts & Disciplines
Languages : en
Pages : 280
Book Description
Rhetorical Touch argues for an understanding of touch as a rhetorical art by approaching the sense of touch through the kinds of bodies and minds that rhetorical history and theory have tended to exclude. In resistance to a rhetorical tradition focused on shaping able bodies and neurotypical minds, Shannon Walters explores how people with various disabilities—psychological, cognitive, and physical—employ touch to establish themselves as communicators and to connect with disabled and nondisabled audiences. In doing so, she argues for a theory of rhetoric that understands and values touch as rhetorical. Essential to her argument is a redefinition of key concepts and terms—the rhetorical situation, rhetorical identification, and the appeals of ethos (character), pathos (emotion), and logos (logic or message). By connecting Empedoclean and sophistic theories to Aristotelian rhetoric and Burkean approaches, Walters's methods mobilize a wide range of key figures in rhetorical history and theory in response to the context of disability. Using Empedocles' tactile approach to logos, Walters shows how the iterative writing processes of people with psychological disabilities shape crucial spaces for identification based on touch in online and real life spaces. Mobilizing the touch-based properties of the rhetorical practice of mētis, Walters demonstrates how rhetors with autism approach the crafting of ethos in generative and embodied ways. Rereading the rhetorical practice of kairos in relation to the proximity between bodies, Walters demonstrates how writers with physical disabilities move beyond approaches of pathos based on pity and inspiration. The volume also includes a classroom-based exploration of the discourses and assumptions regarding bodies in relation to haptic, or touch-based, technologies. Because the sense of touch is the most persistent of the senses, Walters argues that in contexts of disability and in situations in which people with and without disabilities interact, touch can be a particularly vital instrument for creating meaning, connection, and partial identification. She contends that a rhetoric thus reshaped stretches contemporary rhetoric and composition studies to respond to the contributions of disabled rhetors and transforms the traditional rhetorical appeals and canons. Ultimately, Walters argues, a rhetoric of touch allows for a richer understanding of the communication processes of a wide range of rhetors who use embodied strategies.
Publisher: Univ of South Carolina Press
ISBN: 1611173841
Category : Language Arts & Disciplines
Languages : en
Pages : 280
Book Description
Rhetorical Touch argues for an understanding of touch as a rhetorical art by approaching the sense of touch through the kinds of bodies and minds that rhetorical history and theory have tended to exclude. In resistance to a rhetorical tradition focused on shaping able bodies and neurotypical minds, Shannon Walters explores how people with various disabilities—psychological, cognitive, and physical—employ touch to establish themselves as communicators and to connect with disabled and nondisabled audiences. In doing so, she argues for a theory of rhetoric that understands and values touch as rhetorical. Essential to her argument is a redefinition of key concepts and terms—the rhetorical situation, rhetorical identification, and the appeals of ethos (character), pathos (emotion), and logos (logic or message). By connecting Empedoclean and sophistic theories to Aristotelian rhetoric and Burkean approaches, Walters's methods mobilize a wide range of key figures in rhetorical history and theory in response to the context of disability. Using Empedocles' tactile approach to logos, Walters shows how the iterative writing processes of people with psychological disabilities shape crucial spaces for identification based on touch in online and real life spaces. Mobilizing the touch-based properties of the rhetorical practice of mētis, Walters demonstrates how rhetors with autism approach the crafting of ethos in generative and embodied ways. Rereading the rhetorical practice of kairos in relation to the proximity between bodies, Walters demonstrates how writers with physical disabilities move beyond approaches of pathos based on pity and inspiration. The volume also includes a classroom-based exploration of the discourses and assumptions regarding bodies in relation to haptic, or touch-based, technologies. Because the sense of touch is the most persistent of the senses, Walters argues that in contexts of disability and in situations in which people with and without disabilities interact, touch can be a particularly vital instrument for creating meaning, connection, and partial identification. She contends that a rhetoric thus reshaped stretches contemporary rhetoric and composition studies to respond to the contributions of disabled rhetors and transforms the traditional rhetorical appeals and canons. Ultimately, Walters argues, a rhetoric of touch allows for a richer understanding of the communication processes of a wide range of rhetors who use embodied strategies.
Computational Contact Mechanics
Author: Alexander Konyukhov
Publisher: Springer Science & Business Media
ISBN: 3642315313
Category : Science
Languages : en
Pages : 446
Book Description
This book contains a systematical analysis of geometrical situations leading to contact pairs -- point-to-surface, surface-to-surface, point-to-curve, curve-to-curve and curve-to-surface. Each contact pair is inherited with a special coordinate system based on its geometrical properties such as a Gaussian surface coordinate system or a Serret-Frenet curve coordinate system. The formulation in a covariant form allows in a straightforward fashion to consider various constitutive relations for a certain pair such as anisotropy for both frictional and structural parts. Then standard methods well known in computational contact mechanics such as penalty, Lagrange multiplier methods, combination of both and others are formulated in these coordinate systems. Such formulations require then the powerful apparatus of differential geometry of surfaces and curves as well as of convex analysis. The final goals of such transformations are then ready-for-implementation numerical algorithms within the finite element method including any arbitrary discretization techniques such as high order and isogeometric finite elements, which are most convenient for the considered geometrical situation. The book proposes a consistent study of geometry and kinematics, variational formulations, constitutive relations for surfaces and discretization techniques for all considered geometrical pairs and contains the associated numerical analysis as well as some new analytical results in contact mechanics.
Publisher: Springer Science & Business Media
ISBN: 3642315313
Category : Science
Languages : en
Pages : 446
Book Description
This book contains a systematical analysis of geometrical situations leading to contact pairs -- point-to-surface, surface-to-surface, point-to-curve, curve-to-curve and curve-to-surface. Each contact pair is inherited with a special coordinate system based on its geometrical properties such as a Gaussian surface coordinate system or a Serret-Frenet curve coordinate system. The formulation in a covariant form allows in a straightforward fashion to consider various constitutive relations for a certain pair such as anisotropy for both frictional and structural parts. Then standard methods well known in computational contact mechanics such as penalty, Lagrange multiplier methods, combination of both and others are formulated in these coordinate systems. Such formulations require then the powerful apparatus of differential geometry of surfaces and curves as well as of convex analysis. The final goals of such transformations are then ready-for-implementation numerical algorithms within the finite element method including any arbitrary discretization techniques such as high order and isogeometric finite elements, which are most convenient for the considered geometrical situation. The book proposes a consistent study of geometry and kinematics, variational formulations, constitutive relations for surfaces and discretization techniques for all considered geometrical pairs and contains the associated numerical analysis as well as some new analytical results in contact mechanics.
Theory of Elasticity for Scientists and Engineers
Author: Teodor M. Atanackovic
Publisher: Springer Science & Business Media
ISBN: 1461213304
Category : Technology & Engineering
Languages : en
Pages : 378
Book Description
This book is intended to be an introduction to elasticity theory. It is as sumed that the student, before reading this book, has had courses in me chanics (statics, dynamics) and strength of materials (mechanics of mate rials). It is written at a level for undergraduate and beginning graduate engineering students in mechanical, civil, or aerospace engineering. As a background in mathematics, readers are expected to have had courses in ad vanced calculus, linear algebra, and differential equations. Our experience in teaching elasticity theory to engineering students leads us to believe that the course must be problem-solving oriented. We believe that formulation and solution of the problems is at the heart of elasticity theory. 1 Of course orientation to problem-solving philosophy does not exclude the need to study fundamentals. By fundamentals we mean both mechanical concepts such as stress, deformation and strain, compatibility conditions, constitu tive relations, energy of deformation, and mathematical methods, such as partial differential equations, complex variable and variational methods, and numerical techniques. We are aware of many excellent books on elasticity, some of which are listed in the References. If we are to state what differentiates our book from other similar texts we could, besides the already stated problem-solving ori entation, list the following: study of deformations that are not necessarily small, selection of problems that we treat, and the use of Cartesian tensors only.
Publisher: Springer Science & Business Media
ISBN: 1461213304
Category : Technology & Engineering
Languages : en
Pages : 378
Book Description
This book is intended to be an introduction to elasticity theory. It is as sumed that the student, before reading this book, has had courses in me chanics (statics, dynamics) and strength of materials (mechanics of mate rials). It is written at a level for undergraduate and beginning graduate engineering students in mechanical, civil, or aerospace engineering. As a background in mathematics, readers are expected to have had courses in ad vanced calculus, linear algebra, and differential equations. Our experience in teaching elasticity theory to engineering students leads us to believe that the course must be problem-solving oriented. We believe that formulation and solution of the problems is at the heart of elasticity theory. 1 Of course orientation to problem-solving philosophy does not exclude the need to study fundamentals. By fundamentals we mean both mechanical concepts such as stress, deformation and strain, compatibility conditions, constitu tive relations, energy of deformation, and mathematical methods, such as partial differential equations, complex variable and variational methods, and numerical techniques. We are aware of many excellent books on elasticity, some of which are listed in the References. If we are to state what differentiates our book from other similar texts we could, besides the already stated problem-solving ori entation, list the following: study of deformations that are not necessarily small, selection of problems that we treat, and the use of Cartesian tensors only.
The Gift of Touch
Author: Stephen David Ross
Publisher: SUNY Press
ISBN: 9780791438732
Category : Philosophy
Languages : en
Pages : 414
Book Description
Traces Western ideas of corporeal bodies from Plato to contemporary feminist and postructuralist writings, with the purpose of reexamining the good, identified in Plato as that which gives authority to knowledge and truth.
Publisher: SUNY Press
ISBN: 9780791438732
Category : Philosophy
Languages : en
Pages : 414
Book Description
Traces Western ideas of corporeal bodies from Plato to contemporary feminist and postructuralist writings, with the purpose of reexamining the good, identified in Plato as that which gives authority to knowledge and truth.
Aristotle's Theory of Bodies
Author: Christian Pfeiffer
Publisher: Oxford University Press
ISBN: 0191085308
Category : Philosophy
Languages : en
Pages : 241
Book Description
Christian Pfeiffer explores an important, but neglected topic in Aristotle's theoretical philosophy: the theory of bodies. A body is a three-dimensionally extended and continuous magnitude bounded by surfaces. This notion is distinct from the notion of a perceptible or physical substance. Substances have bodies, that is to say, they are extended, their parts are continuous with each other and they have boundaries, which demarcate them from their surroundings. Pfeiffer argues that body, thus understood, has a pivotal role in Aristotle's natural philosophy. A theory of body is a presupposed in, e.g., Aristotle's account of the infinite, place, or action and passion, because their being bodies explains why things have a location or how they can act upon each other. The notion of body can be ranked among the central concepts for natural science which are discussed in Physics III-IV. The book is the first comprehensive and rigorous account of the features substances have in virtue of being bodies. It provides an analysis of the concept of three-dimensional magnitude and related notions like boundary, extension, contact, continuity, often comparing it to modern conceptions of it. Both the structural features and the ontological status of body is discussed. This makes it significant for scholars working on contemporary metaphysics and mereology because the concept of a material object is intimately tied to its spatial or topological properties.
Publisher: Oxford University Press
ISBN: 0191085308
Category : Philosophy
Languages : en
Pages : 241
Book Description
Christian Pfeiffer explores an important, but neglected topic in Aristotle's theoretical philosophy: the theory of bodies. A body is a three-dimensionally extended and continuous magnitude bounded by surfaces. This notion is distinct from the notion of a perceptible or physical substance. Substances have bodies, that is to say, they are extended, their parts are continuous with each other and they have boundaries, which demarcate them from their surroundings. Pfeiffer argues that body, thus understood, has a pivotal role in Aristotle's natural philosophy. A theory of body is a presupposed in, e.g., Aristotle's account of the infinite, place, or action and passion, because their being bodies explains why things have a location or how they can act upon each other. The notion of body can be ranked among the central concepts for natural science which are discussed in Physics III-IV. The book is the first comprehensive and rigorous account of the features substances have in virtue of being bodies. It provides an analysis of the concept of three-dimensional magnitude and related notions like boundary, extension, contact, continuity, often comparing it to modern conceptions of it. Both the structural features and the ontological status of body is discussed. This makes it significant for scholars working on contemporary metaphysics and mereology because the concept of a material object is intimately tied to its spatial or topological properties.
Swift Game Development
Author: Siddharth Shekar
Publisher: Packt Publishing Ltd
ISBN: 1788472802
Category : Computers
Languages : en
Pages : 435
Book Description
Embrace the mobile gaming revolution by creating popular iOS games with Swift 4.2 Key FeaturesLearn to create games for iPhone and iPad with the latest Swift Programming languageUnderstand the fundamental concepts of game development like game physics, camera action, sprites, controls, among othersBuild Augmented reality games using ARKit for true performanceBook Description Swift is the perfect choice for game development. Developers are intrigued by Swift and want to make use of new features to develop their best games yet. Packed with best practices and easy-to-use examples, this book leads you step by step through the development of your first Swift game. The book starts by introducing Swift's best features – including its new ones for game development. Using SpriteKit, you will learn how to animate sprites and textures. Along the way, you will master physics, animations, and collision effects and how to build the UI aspects of a game. You will then work on creating a 3D game using the SceneKit framework. Further, we will look at how to add monetization and integrate Game Center. With iOS 12, we see the introduction of ARKit 2.0. This new version allows us to integrate shared experiences such as multiplayer augmented reality and persistent AR that is tied to a specific location so that the same information can be replicated on all connected devices. In the next section, we will dive into creating Augmented Reality games using SpriteKit and SceneKit. Then, finally, we will see how to create a Multipeer AR project to connect two devices, and send and receive data back and forth between those devices in real time. By the end of this book, you will be able to create your own iOS games using Swift and publish them on the iOS App Store. What you will learnDeliver powerful graphics, physics, and sound in your game by using SpriteKit and SceneKitSet up a scene using the new capabilities of the scene editor and custom classesMaximize gameplay with little-known tips and strategies for fun, repeatable actionMake use of animations, graphics, and particles to polish your gameUnderstand the current mobile monetization landscapeIntegrate your game with Game CenterDevelop 2D and 3D Augmented Reality games using Apple's new ARKit frameworkPublish your game to the App StoreWho this book is for If you wish to create and publish iOS games using Swift, then this book is for you. No prior game development or experience with Apple ecosystem is needed.
Publisher: Packt Publishing Ltd
ISBN: 1788472802
Category : Computers
Languages : en
Pages : 435
Book Description
Embrace the mobile gaming revolution by creating popular iOS games with Swift 4.2 Key FeaturesLearn to create games for iPhone and iPad with the latest Swift Programming languageUnderstand the fundamental concepts of game development like game physics, camera action, sprites, controls, among othersBuild Augmented reality games using ARKit for true performanceBook Description Swift is the perfect choice for game development. Developers are intrigued by Swift and want to make use of new features to develop their best games yet. Packed with best practices and easy-to-use examples, this book leads you step by step through the development of your first Swift game. The book starts by introducing Swift's best features – including its new ones for game development. Using SpriteKit, you will learn how to animate sprites and textures. Along the way, you will master physics, animations, and collision effects and how to build the UI aspects of a game. You will then work on creating a 3D game using the SceneKit framework. Further, we will look at how to add monetization and integrate Game Center. With iOS 12, we see the introduction of ARKit 2.0. This new version allows us to integrate shared experiences such as multiplayer augmented reality and persistent AR that is tied to a specific location so that the same information can be replicated on all connected devices. In the next section, we will dive into creating Augmented Reality games using SpriteKit and SceneKit. Then, finally, we will see how to create a Multipeer AR project to connect two devices, and send and receive data back and forth between those devices in real time. By the end of this book, you will be able to create your own iOS games using Swift and publish them on the iOS App Store. What you will learnDeliver powerful graphics, physics, and sound in your game by using SpriteKit and SceneKitSet up a scene using the new capabilities of the scene editor and custom classesMaximize gameplay with little-known tips and strategies for fun, repeatable actionMake use of animations, graphics, and particles to polish your gameUnderstand the current mobile monetization landscapeIntegrate your game with Game CenterDevelop 2D and 3D Augmented Reality games using Apple's new ARKit frameworkPublish your game to the App StoreWho this book is for If you wish to create and publish iOS games using Swift, then this book is for you. No prior game development or experience with Apple ecosystem is needed.
A Treatise on the Analytical Dynamics of Particles and Rigid Bodies
Author: Edmund Taylor Whittaker
Publisher:
ISBN:
Category : Dynamics
Languages : en
Pages : 480
Book Description
Publisher:
ISBN:
Category : Dynamics
Languages : en
Pages : 480
Book Description
Swift 3 Game Development
Author: Stephen Haney
Publisher: Packt Publishing Ltd
ISBN: 1787122425
Category : Computers
Languages : en
Pages : 251
Book Description
Embrace the mobile gaming revolution by creating popular iOS games with Swift 3.0 About This Book Create and design games for iPhone and iPad using SpriteKit and Swift 3.0 Learn the core fundamentals of SpriteKit game development and mix and match techniques to customize your game This step-by-step practical guide will teach you to build games from scratch using little-known tips and strategies for maximum fun Who This Book Is For If you wish to create and publish fun iOS games using Swift, then this book is for you. You should be familiar with basic programming concepts. However, no prior game development or Apple ecosystem experience is required. What You Will Learn Deliver powerful graphics, physics, and sound in your game by using SpriteKit Set up the scene using the new capabilities of the scene editor and custom classes Maximize gameplay with little-known tips and strategies for fun and repeatable action Make use of animations, graphics, and particles to polish your game Understand the current mobile monetization landscape to choose the best option for your own situation Integrate your game with Game Center so that your players can share their high scores and achievements Publish your game to the App Store and enjoy people playing your games In Detail Swift is the perfect choice for game development. Developers are intrigued by Swift 3.0 and want to make use of new features to develop their best games yet. Packed with best practices and easy-to-use examples, this book leads you step by step through the development of your first Swift game. This book starts by introducing SpriteKit and Swift's new features that can be used for game development. After setting up your first Swift project, you will build your first custom class, learn how to draw and animate your game, and add physics simulations. Then, you will add the player character, NPCs, and powerups. To make your game more fun and engaging, you will learn how to set up scenes and backgrounds, build fun menus, and integrate with Apple Game Center to add leaderboards and achievements. You will then make your game stand out by adding animations when game objects collide, and incorporate proven techniques such as the advanced particle system and graphics. Finally, you will explore the various options available to start down the path towards monetization and publish your finished games to the App Store. By the end of this book, you will be able to create your own iOS games using Swift and SpriteKit. Style and approach This project-based guide is engaging with a visually-rich approach rather than a text-heavy approach. With every chapter containing practical examples, you will understand how Swift programming works and make the most of the new features in version 3.0.
Publisher: Packt Publishing Ltd
ISBN: 1787122425
Category : Computers
Languages : en
Pages : 251
Book Description
Embrace the mobile gaming revolution by creating popular iOS games with Swift 3.0 About This Book Create and design games for iPhone and iPad using SpriteKit and Swift 3.0 Learn the core fundamentals of SpriteKit game development and mix and match techniques to customize your game This step-by-step practical guide will teach you to build games from scratch using little-known tips and strategies for maximum fun Who This Book Is For If you wish to create and publish fun iOS games using Swift, then this book is for you. You should be familiar with basic programming concepts. However, no prior game development or Apple ecosystem experience is required. What You Will Learn Deliver powerful graphics, physics, and sound in your game by using SpriteKit Set up the scene using the new capabilities of the scene editor and custom classes Maximize gameplay with little-known tips and strategies for fun and repeatable action Make use of animations, graphics, and particles to polish your game Understand the current mobile monetization landscape to choose the best option for your own situation Integrate your game with Game Center so that your players can share their high scores and achievements Publish your game to the App Store and enjoy people playing your games In Detail Swift is the perfect choice for game development. Developers are intrigued by Swift 3.0 and want to make use of new features to develop their best games yet. Packed with best practices and easy-to-use examples, this book leads you step by step through the development of your first Swift game. This book starts by introducing SpriteKit and Swift's new features that can be used for game development. After setting up your first Swift project, you will build your first custom class, learn how to draw and animate your game, and add physics simulations. Then, you will add the player character, NPCs, and powerups. To make your game more fun and engaging, you will learn how to set up scenes and backgrounds, build fun menus, and integrate with Apple Game Center to add leaderboards and achievements. You will then make your game stand out by adding animations when game objects collide, and incorporate proven techniques such as the advanced particle system and graphics. Finally, you will explore the various options available to start down the path towards monetization and publish your finished games to the App Store. By the end of this book, you will be able to create your own iOS games using Swift and SpriteKit. Style and approach This project-based guide is engaging with a visually-rich approach rather than a text-heavy approach. With every chapter containing practical examples, you will understand how Swift programming works and make the most of the new features in version 3.0.