Godot From Zero to Proficiency (Beginner) Book

Godot From Zero to Proficiency (Beginner) | Download eBook Read Pdf-ePub-Kindle

Download full pdf book Godot From Zero to Proficiency (Beginner) by Patrick Felicia available in full 240 pages, and make sure to check out other latest books Computers related to Godot From Zero to Proficiency (Beginner) below.

Godot From Zero to Proficiency (Beginner)

By Patrick Felicia
  • ISBN Code: : N.a
  • Publisher : Patrick Felicia
  • Pages : 240
  • Category : Computers
  • Reads : 140
  • Book Compatibility : Pdf, ePub, Mobi, Kindle
  • Pdf : godot-from-zero-to-proficiency.pdf

Book Excerpt :

Get started with Godot and game programming fast without the headaches Godot is a great software to create video games; however, it includes so many options and features that getting started can feel overwhelming. Without my book, most people spend too long trying to learn how to use Godot and GDScript the hard way. This book is the only one that will get you to learn GDScript fast without wasting so much time. This book is the second book in the series “Godot from Zero to Proficiency” where you will learn to code fast and be able to create your own video games with Godot in no time. What you will learn After completing this book, you will be able to: - Code in GDScript. - Understand and apply GDScript concepts. - Create a 3D adventure game with the main character, a timer, and a mini-map. - Display and update a user interface with text and images. - Create and use variables and methods for your game. - Load new scenes from the code, based on events in your games. Who this book is for This book is for: - Hobbyists who need a book that gets them started with GDScript and game development easily. - Parents looking for a book that introduces their children to game programming painlessly. - Teachers looking for a complete and clear resource on programming through the creation of games. - Aspiring indie game developers. How this book is different This is the only book that you need to get started with Godot fast and to enjoy the journey without frustration. This book includes six chapters that painlessly guide you through the necessary skills to master GDScript, use Godot’s core features, and create key game mechanics through GDScript (collisions, user interface, etc). It assumes no prior knowledge on your part and ensures that you have all the information and explanations that you need every step of the way. Content of the book - Chapter 1 introduces some core programming and GDScript principles. - Chapter 2 helps you to code your first script in GDScript. - Chapter 3 gets you to improve your scripting skills, enhance your game and add more interaction with a scoring system, collision detection, and access to new levels. - Chapter 4 shows you how to create and update the user interface of your game with text and images. - Chapter 5 shows you how to enhance your game with a splash-screen, a simple inventory system, and sound effects, as well as a mini-map. What this book offers - Learn without the headaches: This book assumes that you can’t be expected to learn everything at once; this is why you will build all your skills incrementally. - Make your dream of creating your own games come true: This book ensures that you stay motivated by giving you the right amount of information and challenge in each chapter; we all know that it’s hard to keep motivated when learning a new skill, so this book always contextualizes the knowledge with an example (so that you feel it’s relevant), and also makes sure that you get to challenge yourself, if you need to, with optional challenges present at the end of each chapter. - Progress and feel confident in your skills: You will have the opportunity to learn and to use Godot at your own pace and to become comfortable with its interface. This is because every single new concept introduced will be explained in great detail so that you never feel lost. All the concepts are introduced progressively so that you don’t feel overwhelmed. If you want to get started with Godot today, then buy this book now

Recommended Books For Reading


  • Godot From Zero to Proficiency (Foundations)
    Godot From Zero to Proficiency (Foundations)

    A Book written by Patrick Felicia, published by Patrick Felicia 2021-03-11 - 190 pages - part of Computers books.

    Get eBook
  • Godot Engine Game Development Projects
    Godot Engine Game Development Projects

    A Book written by Chris Bradfield, published by Packt Publishing Ltd 2018-06-29 - 298 pages - part of Computers books.

    Get eBook
  • Godot Engine Game Development in 24 Hours, Sams Teach Yourself
    Godot Engine Game Development in 24 Hours, Sams Teach Yourself

    A Book written by Ariel Manzur,George Marques, published by Sams Publishing 2018-03-13 - 99998 pages - part of Computers books.

    Get eBook
  • Unity From Zero to Proficiency (Foundations)
    Unity From Zero to Proficiency (Foundations)

    A Book written by Patrick Felicia, published by Patrick Felicia 2017-11-01 - 176 pages - part of Computers books.

    Get eBook
  • Godot From Zero to Proficiency (Proficient)
    Godot From Zero to Proficiency (Proficient)

    A Book written by Patrick Felicia, published by Patrick Felicia 2022-02-15 - 250 pages - part of Computers books.

    Get eBook
  • Godot From Zero to Proficiency (Intermediate)
    Godot From Zero to Proficiency (Intermediate)

    A Book written by Patrick Felicia, published by Patrick Felicia 2021-07-13 - 185 pages - part of Computers books.

    Get eBook
  • Unreal Engine from Zero to Proficiency (Foundations)
    Unreal Engine from Zero to Proficiency (Foundations)

    A Book written by Patrick Felicia, published by Patrick Felicia 2022-04-26 - 202 pages - part of Computers books.

    Get eBook

Read Also This Books

Aesthetic Theory

By Theodor W. Adorno Adorno
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : U of Minnesota Press
  • Book Code : 1452965676
  • Total of Pages : 416
  • Category : Philosophy
  • Members : 704
  • Pdf File: aesthetic-theory.pdf

Book Short Summary:

Perhaps the most important aesthetics of the twentieth century appears here newly translated, in English that is for the first time faithful to the intricately demanding language of the original German. The culmination of a lifetime of aesthetic investigation, Aesthetic Theory is Adorno’s major work, a defense of modernism that is paradoxical in its defense of illusion. In it, Adorno takes up the problem of art in a day when “it goes without saying that nothing concerning art goes without saying.” In the course of his discussion, Adorno revisits such concepts as the sublime, the ugly, and the beautiful, demonstrating that concepts such as these are reservoirs of human experience. These experiences ultimately underlie aesthetics, for in Adorno’s formulation “art is the sedimented history of human misery.” Robert Hullot-Kentor’s translation painstakingly, yet fluently, reproduces the nuances and particularities of the original. Long awaited and significant, Aesthetic Theory is the clarifying lens through which the whole of Adorno’s work is best viewed, providing a framework within which his other major writings cohere.

Robots that Talk and Listen

By Judith Markowitz
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Walter de Gruyter GmbH & Co KG
  • Book Code : 1614514402
  • Total of Pages : 358
  • Category : Technology & Engineering
  • Members : 911
  • Pdf File: robots-that-talk-and-listen.pdf

Book Short Summary:

Robots That Talk and Listen provides a forward-looking examination of speech and language in robots from technical, functional, and social perspectives. Contributors address cultural foundations as well as the linguistic skills and technologies that robots need to function effectively in real-world settings. Among the most difficult and complex is the ability to understand and use language. Speech-enabled automata are already serving as interactive toys, teacher’s aides, and research assistants. These robots will soon be joined by personal companions, industrial co-workers, and military support automata. The social impact of these and other robots extends well beyond the specific tasks they perform. Contributors tackle the most knotty of those issues, notably acceptance of advanced, speech-enabled robots and developing ethical and moral controls for robots. Topics in this book include: •Language and Beyond: The True Meaning of “Speech Enabled” •Robots in Myth and Media •Enabling Robots to Converse •Language Learning by Automata •Handling Noisy Settings •Empirical Studies of Robots in Real-World Environments •Acceptance of Intelligent Robots •Managing Robots that Can Lie and Deceive •Envisioning a World Shared with Intelligent Robots

English – One Tongue, Many Voices

By Jan Svartvik,Geoffrey Leech
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Springer
  • Book Code : 0230596169
  • Total of Pages : 287
  • Category : Language Arts & Disciplines
  • Members : 695
  • Pdf File: english-one-tongue-many-voices.pdf

Book Short Summary:

This is the fully revised and expanded second edition of English - One Tongue, Many Voices, a book by three internationally distinguished English language scholars who tell the fascinating, improbable saga of English in time and space. Chapters trace the history of the language from its obscure beginnings over 1500 years ago as a collection of dialects spoken by marauding, illiterate tribes. They show how the geographical spread of the language in its increasing diversity has made English into an international language of unprecedented range and variety. The authors examine the present state of English as a global language and the problems, pressures and uncertainties of its future, online and offline. They argue that, in spite of the amazing variety and plurality of English, it remains a single language.

Unity from Zero to Proficiency (Proficient)

By Patrick Felicia
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Patrick Felicia
  • Book Code : 1700125915
  • Total of Pages : 412
  • Category : Computers
  • Members : 260
  • Pdf File: unity-from-zero-to-proficiency.pdf

Book Short Summary:

First Edition, Published in September 2019 Content and structure of this book In this book, the fifth book in the series, you will become comfortable with creating your own RPG. If you were ever interested in creating systems for your game to speed-up your coding and create and maintain levels easily, then this book is for you. The book includes a list of the learning objectives at the start of each chapter, step-by-step activities, and quizzes to test your knowledge, and the content of each chapter is as follows: - Chapter 1 gives an introduction to the RPG genre. You will learn the design principles that will help you to speed-up your development process. - Chapter 2 helps you to create and animate your main 3D character, add a camera that will follow this character as well as a mini-map. You will also learn to use ProBuilder to create a village. - Chapter 3 explains how to create a dialogue system from an XML file, and how to integrate it seamlessly into your game. - Chapter 4 explains how you can create a simple inventory system and use it to collect, store, and use items that you will find in your quest. - Chapter 5 shows you how to create a shop where the player can buy items that will then be added to the inventory. - Chapter 6 explains how you can create different types of animated and intelligent NPCs that will challenge the player. - Chapter 7 explains how you can create a quest system based on an XML file to manage the objectives for each of your levels. You will learn to read, and use this file for your game. - Chapter 8 explains how you can create an XP attribution system where the player can use the Xps gained in the previous level to increase his/her skills (e.g., accuracy, power, etc.) - Chapter 9 shows you how you can create a maze randomly using a procedural method so that the maze is different every time the game is played. - Chapter 10 combines the skills that you have learned so far to create a final level where the player needs to eliminate guards, collect gold, and also defeat the boss. After reading this book you will become a better game programmer, improve your knowledge of coding and unity, understand how to make a more complex product, learn some techniques to make an RPG game more modular, especially the quest system, use reusable code/assets that you can employ in your own game, create an inventory for your characters and much more... If you want to get started with your first RPG in Unity and learn reusable systems for your other games, using a tried-and-tested method: buy this book now!

Thinking Literature across Continents

By Ranjan Ghosh,J. Hillis Miller
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Duke University Press
  • Book Code : 0822373696
  • Total of Pages : 320
  • Category : Literary Criticism
  • Members : 446
  • Pdf File: thinking-literature-across-continents.pdf

Book Short Summary:

Thinking Literature across Continents finds Ranjan Ghosh and J. Hillis Miller—two thinkers from different continents, cultures, training, and critical perspectives—debating and reflecting upon what literature is and why it matters. Ghosh and Miller do not attempt to formulate a joint theory of literature; rather, they allow their different backgrounds and lively disagreements to stimulate generative dialogue on poetry, world literature, pedagogy, and the ethics of literature. Addressing a varied literary context ranging from Victorian literature, Chinese literary criticism and philosophy, and continental philosophy to Sanskrit poetics and modern European literature, Ghosh offers a transnational theory of literature while Miller emphasizes the need to account for what a text says and how it says it. Thinking Literature across Continents highlights two minds continually discovering new paths of communication and two literary and cultural traditions intersecting in productive and compelling ways.

The Ultimate Guide to 2D games with Unity

By Patrick Feliia
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Patrick Felicia
  • Book Code : 109284869X
  • Total of Pages : 487
  • Category : Computers
  • Members : 529
  • Pdf File: the-ultimate-guide-to-2d-games-with-unity.pdf

Book Short Summary:

Get started with 2D Games and Unity without the headaches Without my book, most people spend too long trying to create 2D games and learn C# with Unity the hard way. This book is the only one that will get you to learn Unity fast without wasting so much time. It includes 15 chapters that painlessly teach you the necessary skills to master C# with Unity and to create 2D interactive games. What you will learn After completing this book, you will be able to: - Code in C#. - Understand and apply C# concepts. - Create 2D games. - Create a wide range of 2D games including a 2D platformer, a shooter, a word-guessing game, a memory game, a card game, and a puzzle. - Create and use C# variables and methods for your game. - Include intelligent NPCs that chase the player. - Manage collisions, key inputs, and colliders. - Create an update a user interface. - Load new scenes from the code, based on events in your games. Content and structure of this book The content of each chapter is as follows: - Chapters 1, 2, 3, 4, and 5 will show you how to create a platformer game with most of the features that you usually find in this genre. - Chapters 6, 7, 8, 9, and 10 will show you how to create a shooter game with a moving space ship controlled by the player, a scrolling background, missiles, moving asteroids, and much more. - Chapter 11 will show you how to create a word guessing game where the player needs to guess a word, picked at random. - Chapter 12 will show you how to create a memory game based on the famous “Simon Game”. - Chapter 13 will show you how to create a card-guessing game where the player needs to memorize the location of cards on a board and to also match identical cards in order to win. - Chapter 14 will show you how to create a puzzle where the player has to move and combine puzzle pieces to complete the puzzle. If you want to start coding in C# and create your own 2D games with Unity using a tried-and-tested method: download this book now

Figures of Light

By Carole Zucker
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Springer
  • Book Code : 1489961186
  • Total of Pages : 387
  • Category : Performing Arts
  • Members : 974
  • Pdf File: figures-of-light.pdf

Book Short Summary:

It is a rare and remarkable book that provides a forum for actors to discuss, in their own words, their experiences, their craft, and the creative process that makes and informs a brilliant performance. This book of original interviews is just such a treasure.

A Geography Of Time

By Robert N. Levine
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Basic Books
  • Book Code : 0786722533
  • Total of Pages : 416
  • Category : Social Science
  • Members : 932
  • Pdf File: a-geography-of-time.pdf

Book Short Summary:

In this engaging and spirited book, eminent social psychologist Robert Levine asks us to explore a dimension of our experience that we take for granted—our perception of time. When we travel to a different country, or even a different city in the United States, we assume that a certain amount of cultural adjustment will be required, whether it's getting used to new food or negotiating a foreign language, adapting to a different standard of living or another currency. In fact, what contributes most to our sense of disorientation is having to adapt to another culture's sense of time.Levine, who has devoted his career to studying time and the pace of life, takes us on an enchanting tour of time through the ages and around the world. As he recounts his unique experiences with humor and deep insight, we travel with him to Brazil, where to be three hours late is perfectly acceptable, and to Japan, where he finds a sense of the long-term that is unheard of in the West. We visit communities in the United States and find that population size affects the pace of life—and even the pace of walking. We travel back in time to ancient Greece to examine early clocks and sundials, then move forward through the centuries to the beginnings of ”clock time” during the Industrial Revolution. We learn that there are places in the world today where people still live according to ”nature time,” the rhythm of the sun and the seasons, and ”event time,” the structuring of time around happenings(when you want to make a late appointment in Burundi, you say, ”I'll see you when the cows come in”).Levine raises some fascinating questions. How do we use our time? Are we being ruled by the clock? What is this doing to our cities? To our relationships? To our own bodies and psyches? Are there decisions we have made without conscious choice? Alternative tempos we might prefer? Perhaps, Levine argues, our goal should be to try to live in a ”multitemporal” society, one in which we learn to move back and forth among nature time, event time, and clock time. In other words, each of us must chart our own geography of time. If we can do that, we will have achieved temporal prosperity.

Serious Games

By Bobbie Fletcher,Minhua Ma,Stefan Göbel,Jannicke Baalsrud Hauge,Tim Marsh
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Springer Nature
  • Book Code : 3030882721
  • Total of Pages : 291
  • Category : Computers
  • Members : 559
  • Pdf File: serious-games.pdf

Book Short Summary:

This book constitutes the refereed proceedings of the 7th Joint International Conference on Serious Games, JCSG 2021, as virtual event, in January 2022. The 17 full papers presented together with 3 short papers were carefully reviewed and selected from 28 submissions. JSCG 2021 is dedicated to serious games and its interdisciplinary characteristics combining game concepts and technologies required in the different application domains.

Unity Game Development Essentials

By Will Goldstone
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Packt Publishing Ltd
  • Book Code : 9781847198198
  • Total of Pages : 298
  • Category : Computers
  • Members : 473
  • Pdf File: unity-game-development-essentials.pdf

Book Short Summary:

Build fully functional, professional 3D games with realistic environments, sound, dynamic effects, and more!

Film Culture Reader

By Adams P. Sitney
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Cooper Square Press
  • Book Code : 1461732018
  • Total of Pages : 368
  • Category : Performing Arts
  • Members : 156
  • Pdf File: film-culture-reader.pdf

Book Short Summary:

This compilation from Film Culture magazine—the pioneering periodical in avant-garde film commentary—includes contributors like Charles Boultenhouse, Erich von Stroheim, Michael McClure, Stan Brakhage, Annette Michelson, Arthur Miller, Dylan Thomas, Andrew Sarris, Rudolph Arnheim, Jonas Mekas, and Parker Tyler. This collection covers a range of topics in twentieth century cinema, from the Auteur Theory to the commercial cinema, from Orson Welles to Kenneth Anger.

3D Art Essentials

By Ami Chopine
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Taylor & Francis
  • Book Code : 113613221X
  • Total of Pages : 288
  • Category : Computers
  • Members : 370
  • Pdf File: 3d-art-essentials.pdf

Book Short Summary:

Create high-quality 3D animations and models by using the basic concepts and principles of 3D art presented by GeekAtPlay.com's Ami Chopine. This handy studio reference breaks down the core concepts into easy-to-understand segments and teaches you the 'why' in addition to the 'how.' Using application agnostic step-by-step tutorials, this book teaches you how to model, pose, and texture your creations as well as scenery creation, animation, and rendering. Learn which applications are best for your needs and how you can get started making money in the 3D field. The companion website includes video tutorials, models, project files, and other resources. This book is endorsed by Daz3d.com and includes exclusive Daz3d models.

Learn to Program with Minecraft

By Craig Richardson
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : No Starch Press
  • Book Code : 1593277458
  • Total of Pages : 336
  • Category : Computers
  • Members : 524
  • Pdf File: learn-to-program-with-minecraft.pdf

Book Short Summary:

You’ve bested creepers, traveled deep into caves, and maybe even gone to The End and back—but have you ever transformed a sword into a magic wand? Built a palace in the blink of an eye? Designed your own color-changing disco dance floor? In Learn to Program with Minecraft®, you’ll do all this and more with the power of Python, a free language used by millions of professional and first-time programmers! Begin with some short, simple Python lessons and then use your new skills to modify Minecraft to produce instant and totally awesome results. Learn how to customize Minecraft to make mini-games, duplicate entire buildings, and turn boring blocks into gold. You’ll also write programs that: –Take you on an automated teleportation tour around your Minecraft world –Build massive monuments, pyramids, forests, and more in a snap! –Make secret passageways that open when you activate a hidden switch –Create a spooky ghost town that vanishes and reappears elsewhere –Show exactly where to dig for rare blocks –Cast a spell so that a cascade of flowers (or dynamite if you’re daring!) follows your every move –Make mischief with dastardly lava traps and watery curses that cause huge floods Whether you’re a Minecraft megafan or a newbie, you’ll see Minecraft in a whole new light while learning the basics of programming. Sure, you could spend all day mining for precious resources or building your mansion by hand, but with the power of Python, those days are over! Requires: Windows 7 or later; OS X 10.10 or later; or a Raspberry Pi. Uses Python 3

Handbook of Creative Writing

By Steven Earnshaw
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Edinburgh University Press
  • Book Code : 074868977X
  • Total of Pages : 560
  • Category : Language Arts & Disciplines
  • Members : 388
  • Pdf File: handbook-of-creative-writing.pdf

Book Short Summary:

In this new edition 54 chapters cover the central pillars of writing creatively: the theories behind the creativity, the techniques and writing as a commercial enterprise. With contributions from over 50 poets, novelists, dramatists, publishers, editors, tutors, critics and scholars, this is the essential guide to writing and getting published. DT A 3-in-1 text with outstanding breadth of coverage on the theories, the craft & the business of creative writing DT Includes practical advice on getting published & making money from your writing New for this edition: DT Chapters on popular topics such as 'self-publishing and the rise of the indie author', 'social media', 'flash fiction', 'song lyrics', 'creative-critical hybrids' and 'collaboration in the theatre' DT New and updated exercises to help you practice your writing DT Up-to-date information on teaching, copyright, writing for the web & earning a living as a writer DT Updated Glossary of Terms

Unity from Proficiency to Mastery (C# Programming)

By Patrick Felicia
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Patrick Felicia
  • Book Code : 1978442475
  • Total of Pages :
  • Category : Computers
  • Members : 989
  • Pdf File: unity-from-proficiency-to-mastery.pdf

Book Short Summary:

Whether you are new to C# or a seasoned developer just starting with Unity, you may find it difficult to use C# in Unity because: - You are new to C#. - You already have some coding experience in C# but you may find that many concepts in Unity (e.g., components) are different from working in straight C# code. - You have started coding in C# but you would like more examples specific to C# with Unity, including advanced features. The thing is, regardless of the game that you want to create with Unity, if you want to harness the power of this game engine you will need to understand C#. Use this in-depth Resource to Truly Master C# and Unity You may be able to "slap" some code together to get the job done, but you may wish you could understand the code in more depth and be able to come-up with your own code that scales-up painlessly; and this makes sense because if you truly want to create code that is efficient, scalable, and that leverages all the features available in Unity, you will probably need to learn C# in more depth, but also to understand how it can be combined to Unity's built-in libraries properly. There are plenty of resources out there; however very few explain C# in the context of Unity; and although they may provide code solutions, they may not give in-depth explanations on the C# concepts and the design ideas behind the code, or explain how the code can be optimized, so that you can avoid issues linked to memory or maintainability down the line. This is the reason why I have created this book. The idea behind its design is to provide a resource for different types of readers (i.e., beginner, intermediate or advanced programmers), to explain C# concepts in-depth, in the context of Unity, and to provide practical information and step-by-step instructions. This book was created to answer frequently-asked questions about C# programming for Unity. It includes over 300 pages of step-by-step instructions to help you become more proficient in C# for Unity. After reading this book, you should be able to (1) Understand C# and Object-Oriented Programming in-depth, (2) apply these concepts in Unity and implement common game mechanics through the built-in classes available in Unity, and (3) optimize your code so that it is easy to maintain. Find the Solution to your Problems in this 300-page Guide After using this book you will be able to solve your C# headaches. Each chapter can be read independently so that you can find and apply the solutions to a specific problem immediately. - Chapter 1 explains C# concepts in depth so that you can become proficient in C# programming and Object-Oriented concepts (e.g., inheritance, constructors, polymorphism, overloading, overriding, etc.) - Chapter 2 shows you how to code and debug C# scripts along with some best practices that will keep your code clean and bug-free. - Chapter 3 explains key concepts in linear algebra so that you can understand and use vectors in Unity (e.g., dot products for vision). - Chapter 4 acts as a cook book where you will find sections that explain how key (and frequently used) methods and C# classes can be employed to improve your gameplay, and you can go directly to the section that you need for your game (e.g., audio, detection, user-inputs, reading files, etc) and find both explanations and code examples that you can use immediately. - Chapter 5 shows you how to optimize your code and to structure it so that it is easier to maintain using component-based programming, design patterns and useful structures such as delegates or coroutines. - Chapter 6 answers Frequently Asked Questions (FAQs) related to C#. If you want to solve your C# programming headaches and to really understand how C# and Unity work together effectively, download this book now.

The Go Programming Language

By Alan A. A. Donovan,Brian W. Kernighan
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Addison-Wesley Professional
  • Book Code : 0134190564
  • Total of Pages : 400
  • Category : Computers
  • Members : 979
  • Pdf File: the-go-programming-language.pdf

Book Short Summary:

The Go Programming Language is the authoritative resource for any programmer who wants to learn Go. It shows how to write clear and idiomatic Go to solve real-world problems. The book does not assume prior knowledge of Go nor experience with any specific language, so you’ll find it accessible whether you’re most comfortable with JavaScript, Ruby, Python, Java, or C++. The first chapter is a tutorial on the basic concepts of Go, introduced through programs for file I/O and text processing, simple graphics, and web clients and servers. Early chapters cover the structural elements of Go programs: syntax, control flow, data types, and the organization of a program into packages, files, and functions. The examples illustrate many packages from the standard library and show how to create new ones of your own. Later chapters explain the package mechanism in more detail, and how to build, test, and maintain projects using the go tool. The chapters on methods and interfaces introduce Go’s unconventional approach to object-oriented programming, in which methods can be declared on any type and interfaces are implicitly satisfied. They explain the key principles of encapsulation, composition, and substitutability using realistic examples. Two chapters on concurrency present in-depth approaches to this increasingly important topic. The first, which covers the basic mechanisms of goroutines and channels, illustrates the style known as communicating sequential processes for which Go is renowned. The second covers more traditional aspects of concurrency with shared variables. These chapters provide a solid foundation for programmers encountering concurrency for the first time. The final two chapters explore lower-level features of Go. One covers the art of metaprogramming using reflection. The other shows how to use the unsafe package to step outside the type system for special situations, and how to use the cgo tool to create Go bindings for C libraries. The book features hundreds of interesting and practical examples of well-written Go code that cover the whole language, its most important packages, and a wide range of applications. Each chapter has exercises to test your understanding and explore extensions and alternatives. Source code is freely available for download from http://gopl.io/ and may be conveniently fetched, built, and installed using the go get command.

No-Code Video Game Development Using Unity and Playmaker

By Michael Kelley
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : CRC Press
  • Book Code : 113803214X
  • Total of Pages : 292
  • Category : Computers
  • Members : 702
  • Pdf File: no-code-video-game-development-using-unity-and-playmaker.pdf

Book Short Summary:

In the past, not being able to program meant not being able to make video games. Now if you can draw a flow-chart you can use powerful State Machine technology to create your dream game! No-Code Video Game Development using Unity and Playmaker will teach you how to substitute flow-charts for code. As a complete course, it uses a project-based approach. The FPS project comes with over a hundred dollars worth of free #gamedev DLC: Unity Packages, Playmaker Templates, Character Models, Animations, Materials, and more! You'll also learn game design documentation and theory, Mecanim, Particle Systems, and UI. By the time you're done you'll have gained the skills needed to create your own dream game, all without writing any code!

Unreal Engine 4 Virtual Reality Projects

By Kevin Mack,Robert Ruud
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Packt Publishing Ltd
  • Book Code : 1789133882
  • Total of Pages : 632
  • Category : Computers
  • Members : 545
  • Pdf File: unreal-engine-4-virtual-reality-projects.pdf

Book Short Summary:

Learn to design and build Virtual Reality experiences, applications, and games in Unreal Engine 4 through a series of practical, hands-on projects that teach you to create controllable avatars, user interfaces, and more. Key Features Learn about effective VR design and develop virtual reality games and applications for every VR platform Build essential features for VR such as player locomotion and interaction, 3D user interfaces, and 360 media players Learn about multiplayer networking and how to extend the engine using plugins and asset packs Book Description Unreal Engine 4 (UE4) is a powerful tool for developing VR games and applications. With its visual scripting language, Blueprint, and built-in support for all major VR headsets, it's a perfect tool for designers, artists, and engineers to realize their visions in VR. This book will guide you step-by-step through a series of projects that teach essential concepts and techniques for VR development in UE4. You will begin by learning how to think about (and design for) VR and then proceed to set up a development environment. A series of practical projects follows, taking you through essential VR concepts. Through these exercises, you'll learn how to set up UE4 projects that run effectively in VR, how to build player locomotion schemes, and how to use hand controllers to interact with the world. You'll then move on to create user interfaces in 3D space, use the editor's VR mode to build environments directly in VR, and profile/optimize worlds you've built. Finally, you'll explore more advanced topics, such as displaying stereo media in VR, networking in Unreal, and using plugins to extend the engine. Throughout, this book focuses on creating a deeper understanding of why the relevant tools and techniques work as they do, so you can use the techniques and concepts learned here as a springboard for further learning and exploration in VR. What you will learn Understand design principles and concepts for building VR applications Set up your development environment with Unreal Blueprints and C++ Create a player character with several locomotion schemes Evaluate and solve performance problems in VR to maintain high frame rates Display mono and stereo videos in VR Extend Unreal Engine's capabilities using various plugins Who this book is for This book is for anyone interested in learning to develop Virtual Reality games and applications using UE4. Developers new to UE4 will benefit from hands-on projects that guide readers through clearly-explained steps, while both new and experienced developers will learn crucial principles and techniques for VR development in UE4.

Learning C# 3.0

By Jesse Liberty,Brian MacDonald
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : "O'Reilly Media, Inc."
  • Book Code : 9780596554200
  • Total of Pages : 696
  • Category : Computers
  • Members : 939
  • Pdf File: learning-c-3-0.pdf

Book Short Summary:

If you're new to C#, this popular book is the ideal way to get started. Completely revised for the latest version of the language, Learning C# 3.0 starts with the fundamentals and takes you through intermediate and advanced C# features -- including generics, interfaces, delegates, lambda expressions, and LINQ. You'll also learn how to build Windows applications and handle data with C#. No previous programming experience is required -- in fact, if you've never written a line of code in your life, bestselling authors Jesse Liberty and Brian MacDonald will show you how it's done. Each chapter offers a self-contained lesson to help you master key concepts, with plenty of annotated examples, illustrations, and a concise summary. With this book, you will: Learn how to program as you learn C# Grasp the principles of object-oriented programming through C# Discover how to use the latest features in C# 3.0 and the .NET 3.5 Framework--including LINQ and the Windows Presentation Foundation (WPF) Create Windows applications and data-driven applications You'll also find a unique Test Your Knowledge section in each chapter, with practical exercises and review quizzes, so you can practice new skills and test your understanding. If you're ready to dive into C# and .NET programming, this book is a great way to quickly get up to speed.

Challenging Mathematics In and Beyond the Classroom

By Edward J. Barbeau,Peter J. Taylor
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Springer Science & Business Media
  • Book Code : 9780387096032
  • Total of Pages : 337
  • Category : Education
  • Members : 462
  • Pdf File: challenging-mathematics-in-and-beyond-the-classroom.pdf

Book Short Summary:

In the mid 1980s, the International Commission on Mathematical Instruction (ICMI) inaugurated a series of studies in mathematics education by comm- sioning one on the influence of technology and informatics on mathematics and its teaching. These studies are designed to thoroughly explore topics of c- temporary interest, by gathering together a group of experts who prepare a Study Volume that provides a considered assessment of the current state and a guide to further developments. Studies have embraced a range of issues, some central, such as the teaching of algebra, some closely related, such as the impact of history and psychology, and some looking at mathematics education from a particular perspective, such as cultural differences between East and West. These studies have been commissioned at the rate of about one per year. Once the ICMI Executive decides on the topic, one or two chairs are selected and then, in consultation with them, an International Program Committee (IPC) of about 12 experts is formed. The IPC then meets and prepares a Discussion Document that sets forth the issues and invites interested parties to submit papers. These papers are the basis for invitations to a Study Conference, at which the various dimensions of the topic are explored and a book, the Study Volume, is sketched out. The book is then put together in collaboration, mainly using electronic communication. The entire process typically takes about six years.

Twelve Years a Slave

By Solomon Northup
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Prabhat Prakashan
  • Book Code : N.a
  • Total of Pages : 189
  • Category : Fiction
  • Members : 574
  • Pdf File: twelve-years-a-slave.pdf

Book Short Summary:

"Having been born a freeman, and for more than thirty years enjoyed the blessings of liberty in a free State—and having at the end of that time been kidnapped and sold into Slavery, where I remained, until happily rescued in the month of January, 1853, after a bondage of twelve years—it has been suggested that an account of my life and fortunes would not be uninteresting to the public." -an excerpt

Building Blocks of Tabletop Game Design

By Geoffrey Engelstein,Isaac Shalev
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : CRC Press
  • Book Code : 0429773773
  • Total of Pages : 492
  • Category : Computers
  • Members : 448
  • Pdf File: building-blocks-of-tabletop-game-design.pdf

Book Short Summary:

Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms compiles hundreds of different mechanisms, organized by category. Each has a description of how it works, discussion of its pros and cons, how it can be implemented, and examples of specific games that use it. Building Blocks can be read cover to cover, used as a reference when looking for inspiration for a new design, help solving a specific problem, or assist in getting unstuck in the midst of a project. This book, the first to collect mechanisms like this in the tabletop game design field, aims to be a practical guide that will be a great starting point for beginning designers, a handy guidebook for the experienced, and an ideal classroom textbook. Key Features The first compendium of its kind in the tabletop game field. Covers the nuts and bolts of design to resolve specific challenges. Serves as a practical guide, a great starting point for beginning designers, and a reference for seasoned professionals. Contains discussion of a series of standalone mechanisms, in a standard format and style, with cross-links to related mechanics and specific examples. Includes hundreds of mechanism entries with accompanying diagrams and sample games to study. Ideal for professional or classroom use.

The Practice of Programming

By Brian W. Kernighan,Rob Pike
  • File : Pdf, ePub, Mobi, Kindle
  • Publisher : Addison-Wesley Professional
  • Book Code : 0133133419
  • Total of Pages : 281
  • Category : Computers
  • Members : 842
  • Pdf File: the-practice-of-programming.pdf

Book Short Summary:

With the same insight and authority that made their book The Unix Programming Environment a classic, Brian Kernighan and Rob Pike have written The Practice of Programming to help make individual programmers more effective and productive. The practice of programming is more than just writing code. Programmers must also assess tradeoffs, choose among design alternatives, debug and test, improve performance, and maintain software written by themselves and others. At the same time, they must be concerned with issues like compatibility, robustness, and reliability, while meeting specifications. The Practice of Programming covers all these topics, and more. This book is full of practical advice and real-world examples in C, C++, Java, and a variety of special-purpose languages. It includes chapters on: debugging: finding bugs quickly and methodically testing: guaranteeing that software works correctly and reliably performance: making programs faster and more compact portability: ensuring that programs run everywhere without change design: balancing goals and constraints to decide which algorithms and data structures are best interfaces: using abstraction and information hiding to control the interactions between components style: writing code that works well and is a pleasure to read notation: choosing languages and tools that let the machine do more of the work Kernighan and Pike have distilled years of experience writing programs, teaching, and working with other programmers to create this book. Anyone who writes software will profit from the principles and guidance in The Practice of Programming .