Имитационное моделирование в среде GPSS: В. Томашевский, Е. Жданова ; Факультет Моделирование систем
معرفی کتاب «Имитационное моделирование в среде GPSS: В. Томашевский, Е. Жданова ; Факультет Моделирование систем» نوشتهٔ Томашевский В., Жданова E.، منتشرشده توسط نشر Бестселлер در سال 2003. این کتاب در فرمت doc، زبان انگلیسی ارائه شده است.
Cover -- Half Title -- Title Page -- Copyright Page -- Table of Contents -- Foreword -- Introduction -- CHAPTER 1: Introduction to Programming -- A PROGRAM BY ANY OTHER NAME -- COMPUTERS ARE DUMB ... -- ... AND PROGRAMMERS ARE LAZY -- DON'T FEAR THE MATH -- PROGRAMMING LANGUAGES -- Interpreted Languages -- Compiled Languages -- Syntax -- C# and C++ -- JavaScript -- COMMON PROGRAMMING CONSTRUCTS (OR BUILDING BLOCKS) -- Formatting -- Variables -- Data Types -- Numeric -- String and Character -- Boolean -- Operators -- Addition (+) -- Subtraction ( - ) -- Multiplication (*) -- Division (/) -- Modulus (%) -- Assignment (=) -- Comparators -- Increment and Decrement (++ and -- ) -- Conditionals -- Logical Operators -- And (& &) -- Or (||) -- Not (!) -- Combos -- Loops -- while loops -- do while loops -- for loops -- THOSE ARE THE BASICS -- CAHPTER 2: Introduction to Game Engines -- GAME ENGINES -- A Brief History ... -- Under the Hood -- GAME LOOPS -- The Basics: Update and Render Phases -- Delta Time -- The Details: Running Speed -- The Details: Engine Code -- The Details: Update Phase -- The Details: Render Phase -- On Graphics Hardware -- Objects in 3D Games -- Shaders -- Rendering Pipeline -- Optimized Images -- PLACING OBJECTS IN A GAME -- PHYSICS -- DIFFERENT GAME ENGINES -- Picking a Game Engine -- Features -- Familiarity -- WRITING YOUR OWN GAME ENGINE -- However -- CHAPTER 3: The Recipes -- ABOUT THE CODE -- GAME DESIGN NOTES -- Scope -- Prototyping -- THE TIP OF THE ICEBERG -- HOW TO USE THE RECIPE CHAPTERS -- LIST OF RECIPES -- Building Blocks -- Introduction to Object-Oriented Programming -- Introduction to C# -- Game Recipes -- Static, Singletons, and Game Managers -- Endless Runner -- Artificial Intelligence (AI) and Non-Player Characters (NPCs) -- Physics-Based Character Controller -- CHAPTER 4: Introduction to Object-Oriented Programming -- OBJECTS Game Programming for Artists provides a foundation for artists and creatives to jumpstart learning to program their own games. It is an accessible and conversational guide focused on three areas: basic programming, understanding game engines, and practical code for commonly employed game systems. The best way to get into games is to make one, and this book will help artists do that! Game Programming for Artists provides a foundation for artists to jumpstart learning to program their own games. It is an accessible, conversational and practical guide. The best way to get into games is to make one, and this book will help artists do that!
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