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Part IV: Writing a Racing Game
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Chapter 12: Generating Landscapes and Tracks
Chapter 13: Physics
Chapter 14: Fine-Tuning and “Modding” the Racing Game
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Professional XNA Programming: Building Games for Xbox 360 and Windows with XNA Game Studio 2.0
ISBN: 0470261285
EAN: 2147483647
Year: 2007
Pages: 138
Authors:
Benjamin Nitschke
BUY ON AMAZON
Adobe After Effects 7.0 Studio Techniques
Compositing: Science and Nature
Blending Modes: The Real Deal
Navigating Multiple Compositions
Virtual Cinematography
Dynamic Range
Snort Cookbook
Installing and Configuring MySQL
Prioritizing Alerts
Integrating Snort with Webmin
Working with Honeypots and Honeynets
Snort and Investigations
Documenting Software Architectures: Views and Beyond
Communicating-Processes Style
Overview
Part II. Software Architecture Documentation in Practice
Building the Documentation Package
Module Uses View
Competency-Based Human Resource Management
Why a Focus on Jobs Is Not Enough
An Overview of Competency-Based HR Management Practices
Competency-Based Performance Management
The Transformation to Competency-Based HR Management
Competency-Based HR Management The Next Steps
Persuasive Technology: Using Computers to Change What We Think and Do (Interactive Technologies)
Overview of Captology
The Functional Triad Computers in Persuasive Roles
Computers as Persuasive Tools
Computers as Persuasive Social Actors
Credibility and Computers
Understanding Digital Signal Processing (2nd Edition)
INVERSE DFT
DESIGNING A DISCRETE HILBERT TRANSFORMER
BLOCK FLOATING-POINT BINARY FORMAT
FREQUENCY DEMODULATION ALGORITHMS
Section D.1. STATISTICAL MEASURES
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