Author: Jamis Buck
Publisher: Pragmatic Bookshelf
ISBN: 1680503960
Category : Computers
Languages : en
Pages : 385
Book Description
Unlock the secrets to creating random mazes! Whether you're a game developer, an algorithm connoisseur, or simply in search of a new puzzle, you're about to level up. Learn algorithms to randomly generate mazes in a variety of shapes, sizes, and dimensions. Bend them into Moebius strips, fold them into cubes, and wrap them around spheres. Stretch them into other dimensions, squeeze them into arbitrary outlines, and tile them in a dizzying variety of ways. From twelve little algorithms, you'll discover a vast reservoir of ideas and inspiration. From video games to movies, mazes are ubiquitous. Explore a dozen algorithms for generating these puzzles randomly, from Binary Tree to Eller's, each copiously illustrated and accompanied by working implementations in Ruby. You'll learn their pros and cons, and how to choose the right one for the job. You'll start by learning six maze algorithms and transition from making mazes on paper to writing programs that generate and draw them. You'll be introduced to Dijkstra's algorithm and see how it can help solve, analyze, and visualize mazes. Part 2 shows you how to constrain your mazes to different shapes and outlines, such as text, circles, hex and triangle grids, and more. You'll learn techniques for culling dead-ends, and for making your passages weave over and under each other. Part 3 looks at six more algorithms, taking it all to the next level. You'll learn how to build your mazes in multiple dimensions, and even on curved surfaces. Through it all, you'll discover yourself brimming with ideas, the best medicine for programmer's block, burn-out, and the grayest of days. By the time you're done, you'll be energized and full of maze-related possibilities! What You Need: The example code requires version 2 of the Ruby programming language. Some examples depend on the ChunkyPNG library to generate PNG images, and one chapter uses POV-Ray version 3.7 to render 3D graphics.
Mazes for Programmers
Author: Jamis Buck
Publisher: Pragmatic Bookshelf
ISBN: 1680503960
Category : Computers
Languages : en
Pages : 385
Book Description
Unlock the secrets to creating random mazes! Whether you're a game developer, an algorithm connoisseur, or simply in search of a new puzzle, you're about to level up. Learn algorithms to randomly generate mazes in a variety of shapes, sizes, and dimensions. Bend them into Moebius strips, fold them into cubes, and wrap them around spheres. Stretch them into other dimensions, squeeze them into arbitrary outlines, and tile them in a dizzying variety of ways. From twelve little algorithms, you'll discover a vast reservoir of ideas and inspiration. From video games to movies, mazes are ubiquitous. Explore a dozen algorithms for generating these puzzles randomly, from Binary Tree to Eller's, each copiously illustrated and accompanied by working implementations in Ruby. You'll learn their pros and cons, and how to choose the right one for the job. You'll start by learning six maze algorithms and transition from making mazes on paper to writing programs that generate and draw them. You'll be introduced to Dijkstra's algorithm and see how it can help solve, analyze, and visualize mazes. Part 2 shows you how to constrain your mazes to different shapes and outlines, such as text, circles, hex and triangle grids, and more. You'll learn techniques for culling dead-ends, and for making your passages weave over and under each other. Part 3 looks at six more algorithms, taking it all to the next level. You'll learn how to build your mazes in multiple dimensions, and even on curved surfaces. Through it all, you'll discover yourself brimming with ideas, the best medicine for programmer's block, burn-out, and the grayest of days. By the time you're done, you'll be energized and full of maze-related possibilities! What You Need: The example code requires version 2 of the Ruby programming language. Some examples depend on the ChunkyPNG library to generate PNG images, and one chapter uses POV-Ray version 3.7 to render 3D graphics.
Publisher: Pragmatic Bookshelf
ISBN: 1680503960
Category : Computers
Languages : en
Pages : 385
Book Description
Unlock the secrets to creating random mazes! Whether you're a game developer, an algorithm connoisseur, or simply in search of a new puzzle, you're about to level up. Learn algorithms to randomly generate mazes in a variety of shapes, sizes, and dimensions. Bend them into Moebius strips, fold them into cubes, and wrap them around spheres. Stretch them into other dimensions, squeeze them into arbitrary outlines, and tile them in a dizzying variety of ways. From twelve little algorithms, you'll discover a vast reservoir of ideas and inspiration. From video games to movies, mazes are ubiquitous. Explore a dozen algorithms for generating these puzzles randomly, from Binary Tree to Eller's, each copiously illustrated and accompanied by working implementations in Ruby. You'll learn their pros and cons, and how to choose the right one for the job. You'll start by learning six maze algorithms and transition from making mazes on paper to writing programs that generate and draw them. You'll be introduced to Dijkstra's algorithm and see how it can help solve, analyze, and visualize mazes. Part 2 shows you how to constrain your mazes to different shapes and outlines, such as text, circles, hex and triangle grids, and more. You'll learn techniques for culling dead-ends, and for making your passages weave over and under each other. Part 3 looks at six more algorithms, taking it all to the next level. You'll learn how to build your mazes in multiple dimensions, and even on curved surfaces. Through it all, you'll discover yourself brimming with ideas, the best medicine for programmer's block, burn-out, and the grayest of days. By the time you're done, you'll be energized and full of maze-related possibilities! What You Need: The example code requires version 2 of the Ruby programming language. Some examples depend on the ChunkyPNG library to generate PNG images, and one chapter uses POV-Ray version 3.7 to render 3D graphics.
Spiritual Mazes & Puzzles
Author: Shelly P. Emerson
Publisher: WestBow Press
ISBN: 1664272828
Category : Juvenile Nonfiction
Languages : en
Pages : 108
Book Description
The main point of Spiritual Mazes & Puzzles Second Edition is to gain courage to dig deeper into God’s word; knowledge of history of what has happened in society. That people at the age of 9-12+ to grow a stronger and closer relationship with Jesus Christ and the Heavenly Father. A reminder of what our military has done and is doing protecting our country: put their life at risk. God Bless America.
Publisher: WestBow Press
ISBN: 1664272828
Category : Juvenile Nonfiction
Languages : en
Pages : 108
Book Description
The main point of Spiritual Mazes & Puzzles Second Edition is to gain courage to dig deeper into God’s word; knowledge of history of what has happened in society. That people at the age of 9-12+ to grow a stronger and closer relationship with Jesus Christ and the Heavenly Father. A reminder of what our military has done and is doing protecting our country: put their life at risk. God Bless America.
Bible Puzzles and Games
Author: Mary Tucker
Publisher: Teacher Created Resources
ISBN: 0743970470
Category : Religion
Languages : en
Pages : 146
Book Description
Choose from over 100 puzzles and games designed to help children discover that Bible stories contain truths and lessons that can help them live for God today.
Publisher: Teacher Created Resources
ISBN: 0743970470
Category : Religion
Languages : en
Pages : 146
Book Description
Choose from over 100 puzzles and games designed to help children discover that Bible stories contain truths and lessons that can help them live for God today.
Introduction to Game Design, Prototyping, and Development
Author: Jeremy Gibson
Publisher: Pearson Education
ISBN: 0321933168
Category : Computers
Languages : en
Pages : 944
Book Description
This hands-on guide covers both game development and design, and both Unity and C♯. This guide illuminates the basic tenets of game design and presents a detailed, project-based introduction to game prototyping and development, using both paper and the Unity game engine.
Publisher: Pearson Education
ISBN: 0321933168
Category : Computers
Languages : en
Pages : 944
Book Description
This hands-on guide covers both game development and design, and both Unity and C♯. This guide illuminates the basic tenets of game design and presents a detailed, project-based introduction to game prototyping and development, using both paper and the Unity game engine.
Official Gazette of the United States Patent and Trademark Office
Author:
Publisher:
ISBN:
Category : Trademarks
Languages : en
Pages : 936
Book Description
Publisher:
ISBN:
Category : Trademarks
Languages : en
Pages : 936
Book Description
Introduction to Game Design, Prototyping, and Development
Author: Jeremy Gibson Bond
Publisher: Addison-Wesley Professional
ISBN: 0133439623
Category : Computers
Languages : en
Pages : 944
Book Description
Learn Game Design, Prototyping, and Programming with Today’s Leading Tools: Unity™ and C# Award-winning game designer and professor Jeremy Gibson has spent the last decade teaching game design and working as an independent game developer. Over the years, his most successful students have always been those who effectively combined game design theory, concrete rapid-prototyping practices, and programming skills. Introduction to Game Design, Prototyping, and Development is the first time that all three of these disciplines have been brought together into a single book. It is a distillation of everything that Gibson has learned teaching hundreds of game designers and developers in his years at the #1 university games program in North America. It fully integrates the disciplines of game design and computer programming and helps you master the crucial practice of iterative prototyping using Unity. As the top game engine for cross-platform game development, Unity allows you to write a game once and deliver it to everything from Windows, OS X, and Linux applications to webpages and all of the most popular mobile platforms. If you want to develop games, you need strong experience with modern best practices and professional tools. There’s no substitute. There’s no shortcut. But you can get what you need in this book. COVERAGE INCLUDES In-depth tutorials for eight different game prototypes Developing new game design concepts Moving quickly from design concepts to working digital prototypes Improving your designs through rapid iteration Playtesting your games and interpreting the feedback that you receive Tuning games to get the right “game balance” and “game feel” Developing with Unity, today’s best engine for independent game development Learning C# the right way Using Agile and Scrum to efficiently organize your game design and development process Debugging your game code Getting into the highly competitive, fast-changing game industry
Publisher: Addison-Wesley Professional
ISBN: 0133439623
Category : Computers
Languages : en
Pages : 944
Book Description
Learn Game Design, Prototyping, and Programming with Today’s Leading Tools: Unity™ and C# Award-winning game designer and professor Jeremy Gibson has spent the last decade teaching game design and working as an independent game developer. Over the years, his most successful students have always been those who effectively combined game design theory, concrete rapid-prototyping practices, and programming skills. Introduction to Game Design, Prototyping, and Development is the first time that all three of these disciplines have been brought together into a single book. It is a distillation of everything that Gibson has learned teaching hundreds of game designers and developers in his years at the #1 university games program in North America. It fully integrates the disciplines of game design and computer programming and helps you master the crucial practice of iterative prototyping using Unity. As the top game engine for cross-platform game development, Unity allows you to write a game once and deliver it to everything from Windows, OS X, and Linux applications to webpages and all of the most popular mobile platforms. If you want to develop games, you need strong experience with modern best practices and professional tools. There’s no substitute. There’s no shortcut. But you can get what you need in this book. COVERAGE INCLUDES In-depth tutorials for eight different game prototypes Developing new game design concepts Moving quickly from design concepts to working digital prototypes Improving your designs through rapid iteration Playtesting your games and interpreting the feedback that you receive Tuning games to get the right “game balance” and “game feel” Developing with Unity, today’s best engine for independent game development Learning C# the right way Using Agile and Scrum to efficiently organize your game design and development process Debugging your game code Getting into the highly competitive, fast-changing game industry
El-Hi Textbooks & Serials in Print, 2005
Author:
Publisher:
ISBN: 9780835246811
Category : Education
Languages : en
Pages : 1908
Book Description
Publisher:
ISBN: 9780835246811
Category : Education
Languages : en
Pages : 1908
Book Description
Out of the Labyrinth
Author: Robert Kaplan
Publisher: Bloomsbury Publishing USA
ISBN: 1608198898
Category : Education
Languages : en
Pages : 258
Book Description
“In this sparkling narrative, mathematics is indeed set free.” -Michael Shermer, author of The Believing Brain In classrooms around the world, Robert and Ellen Kaplan's pioneering Math Circle program, begun at Harvard, has introduced students ages six to sixty to the pleasures of mathematics, exploring topics that range from Roman numerals to quantum mechanics. In Out of the Labyrinth, the Kaplans reveal the secrets of their highly successful approach, which embraces the exhilarating joy of math's “accessible mysteries.” Stocked with puzzles, colorful anecdotes, and insights from the authors' own teaching experience, Out of the Labyrinth is both an engaging and practical guide for parents and educators, and a treasure chest of mathematical discoveries. For any reader who has felt the excitement of mathematical discovery-or tried to convey it to someone else-this volume will be a delightful and valued companion.
Publisher: Bloomsbury Publishing USA
ISBN: 1608198898
Category : Education
Languages : en
Pages : 258
Book Description
“In this sparkling narrative, mathematics is indeed set free.” -Michael Shermer, author of The Believing Brain In classrooms around the world, Robert and Ellen Kaplan's pioneering Math Circle program, begun at Harvard, has introduced students ages six to sixty to the pleasures of mathematics, exploring topics that range from Roman numerals to quantum mechanics. In Out of the Labyrinth, the Kaplans reveal the secrets of their highly successful approach, which embraces the exhilarating joy of math's “accessible mysteries.” Stocked with puzzles, colorful anecdotes, and insights from the authors' own teaching experience, Out of the Labyrinth is both an engaging and practical guide for parents and educators, and a treasure chest of mathematical discoveries. For any reader who has felt the excitement of mathematical discovery-or tried to convey it to someone else-this volume will be a delightful and valued companion.
Counting Your Way Through 1-2-3
Author: Cathie Hilterbran Cooper
Publisher: Scarecrow Press
ISBN: 9780810831254
Category : Education
Languages : en
Pages : 204
Book Description
A comprehensive annotated guide to 663 counting books, divided into ten subject areas. Each section includes a description of the subject area, an annotated bibliography of related books, and a number of activities that can be used in connection with counting and math books. Reproducible activity pages are included in each section.
Publisher: Scarecrow Press
ISBN: 9780810831254
Category : Education
Languages : en
Pages : 204
Book Description
A comprehensive annotated guide to 663 counting books, divided into ten subject areas. Each section includes a description of the subject area, an annotated bibliography of related books, and a number of activities that can be used in connection with counting and math books. Reproducible activity pages are included in each section.
Resources in Education
Author:
Publisher:
ISBN:
Category : Education
Languages : en
Pages : 352
Book Description
Publisher:
ISBN:
Category : Education
Languages : en
Pages : 352
Book Description