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Field and Service Robotics
  • Language: en
  • Pages: 497

Field and Service Robotics

Robotics is undergoing a major transformation in scope and dimension. From a largely dominant industrial focus, robotics is rapidly expanding into human en- ronments and vigorously engaged in its new challenges. Interacting with, assi- ing, serving, and exploring with humans, the emerging robots will increasingly touch people and their lives. Beyond its impact on physical robots, the body of knowledge robotics has p- duced is revealing a much wider range of applications reaching across diverse research areas and scientific disciplines, such as: biomechanics, haptics, neuros- ences, virtual simulation, animation, surgery, and sensor networks among others. In return, the challenges of the new ...

Video Game Optimization
  • Language: en
  • Pages: 334

Video Game Optimization

This book covers the theory and practice of optimization, providing a foundation of techniques and knowledge that apply to a wide variety of hardware and software. It uses small focused performance tests to give practical numbers for common optimization scenarios.--[book cover]

Field and Service Robotics
  • Language: en
  • Pages: 648

Field and Service Robotics

  • Type: Book
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  • Published: 2013-12-30
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  • Publisher: Springer

FSR, the International Conference on Field and Service Robotics, is the leading single track conference of robotics for field and service applications. This book presents the results of FSR2012, the eighth conference of Field and Service Robotics, which was originally planned for 2011 with the venue of Matsushima in Tohoku region of Japan. However, on March 11, 2011, a magnitude M9.0 earthquake occurred off the Pacific coast of Tohoku, and a large-scale disaster was caused by the Tsunami which resulted, therefore the conference was postponed by one year to July, 2012. In fact, this earthquake raised issues concerning the contribution of field and service robotics technology to emergency scen...

The Game Programmer's Guide to Torque
  • Language: en
  • Pages: 610

The Game Programmer's Guide to Torque

  • Type: Book
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  • Published: 2006-03-08
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  • Publisher: CRC Press

The author takes readers on an in-depth walkthrough of the Torque Game Engine---one of the most popular, powerful, and easy to use game engines available today. With clear explanations of how to use Torque to create your own games and detailed discussions of the engine's inner workings, this book is a must read for any programmer interested in making games for fun or profit. It offers step-by-step examples, detailed system descriptions, in-depth references, practical tips, tricks, and more that provide readers all they need to understand the Torque Game Engine. See the Support page on the author's website for a revision of Chapter 15 (Torque Lighting). Downloadable resources are included with the book.

The Art of Broken Age
  • Language: en
  • Pages: 123

The Art of Broken Age

  • Categories: Art

With Broken Age, adventure gaming auteur Tim Schafer returned for the first time in 16 years to the genre that he helped create, and after a historic, record-breaking crowdfunding campaign, the full adventure is here in all its beautiful, hand-painted glory! Now, Dark Horse Books is proud to partner with Double Fine Productions to offer an intimate look into the worlds of Broken Age! Featuring hundreds of pieces of art, and commentary from the notable voices of director Tim Schafer, lead artist Nathan "Bagel" Stapley, concept artists Peter Chan and Scott Campbell, art director Lee Petty, and more!

Developing Android Applications with Adobe AIR
  • Language: en
  • Pages: 314

Developing Android Applications with Adobe AIR

Put your ActionScript 3 skills to work building mobile apps. This book shows you how to develop native applications for Android-based smartphones and tablets from the ground up, using Adobe AIR. You learn the entire development process hands-on, from coding specific functions to options for getting your app published. Start by building a sample app with step-by-step instructions, using either Flash Professional or Flash Builder. Then learn how to use ActionScript libraries for typical device features, such as the camera and the accelerometer. This book includes ready-to-run example code and a case study that demonstrates how to bring all of the elements together into a full-scale working app. Create functionality and content that works on multiple Android devices Choose from several data storage options Create view and navigation components, including a back button Get tips for designing user experience with touch and gestures Build a location-aware app, or one that makes use of motion Explore ways to use audio, video, and photos in your application Learn best practices for asset management and development

Torque 3D Game Development Cookbook
  • Language: en
  • Pages: 639

Torque 3D Game Development Cookbook

Cookbook; packed with recipes to help you create amazing 3D games with Torque. The recipes provide clear step-by-step instruction and practical examples to advance your understanding of Torque 3D and all of its subsystems. The book is written for professional and indie game developers that have basic knowledge of TorqueScript, are acquainted with Torque 3D's built-in tools, and wish to take their skills to the next level. Having gone through the comprehensive Torque 3D 1.2 FPS game tutorial on the GarageGames website (or its equivalent) is assumed.

USB Design by Example
  • Language: en
  • Pages: 388

USB Design by Example

  • Type: Book
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  • Published: 1999-09-13
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  • Publisher: Unknown

CD-ROM contains: Source code examples -- Vendor datasheets -- Art libraries -- Color versions of key diagrams and photos -- Link to USB specifications site -- Survey of currently available USB components.

Advanced 3D Game Programming All in One
  • Language: en
  • Pages: 620

Advanced 3D Game Programming All in One

Covers 3D game programming, art and design. Written for intermediate to advanced level game programmers, this book uses the Torque Game Engine to show readers how they can create their own high quality games. This book focuses on how to use a game engine to maximum effect, revealing and explaining the inner workings of the Torque Game Engine.

C++ High Performance
  • Language: en
  • Pages: 362

C++ High Performance

Write code that scales across CPU registers, multi-core, and machine clusters Key Features Explore concurrent programming in C++ Identify memory management problems Use SIMD and STL containers for performance improvement Book Description C++ is a highly portable language and can be used to write both large-scale applications and performance-critical code. It has evolved over the last few years to become a modern and expressive language. This book will guide you through optimizing the performance of your C++ apps by allowing them to run faster and consume fewer resources on the device they're running on without compromising the readability of your code base. The book begins by helping you mea...