Getting started with WebAssembly & Emscripten-March 5, 2019.z01
Getting started with WebAssembly & Emscripten
March 5, 2019
Video
Getting started with WebAssembly & Emscripten
English | MP4 | AVC 1280×720 | AAC 44KHz 2ch | 2.5 Hours | 687 MB
A complete guide for learning the WebAssembly JavaScript API and Emscripten toolset.
Learn to create and use WebAssembly Modules from scratch using Emscripten.
Bring your skills up to date with the very latest technology in Web Development.
This course is suitable for both beginners and experienced developers looking to get started with WebAssembly.
Understand what WebAssembly is and how it speeds up the web
Use native JavaScript APIs to load and run WebAssembly modules
Learn to use Emscripten and compile your own C or C++ code as a WebAssembly module
Use WebAssembly in a real-world project and micro benchmark
An invaluable skill for any developer looking to future-proof their skills
WebAssembly is the most promising new technology for the web, allowing browsers, and other JavaScript environments, to run blazing-fast raw binary modules, compiled directly from C, C++ and many other languages.
Understanding WebAssembly is an invaluable skill for anyone working with JavaScript or compiled languages, allowing you to bridge the gap between native software development and web-based JavaScript.
This course will provide a very practical and concise approach to learning WebAssembly & Emscripten, and will give you a solid base to immediately start creating and implementing fast, optimised WebAssembly modules.
Content and Overview
This course aims to teach a solid foundational understanding of what WebAssembly is, and why it’s so powerful.
Section one starts with an overview of WebAssembly and a detailed setup lesson to help you follow along every step of the way.
Section two covers the native JavaScript browser API for loading and running WebAssembly modules. This section also includes importing and exporting functions to and from a WebAssembly module, and shows how to access WebAssembly memory.
The third and most substantial part of the course, covers Emscripten in-depth. Teaching everything from installing Emscripten on either Mac, Windows or Linux, compiling C code from scratch and the general Module runtime cycle.
This Emscripten section also teaches some more advanced features of Emscripten, including calling JavaScript from a WebAssembly module and vice-versa.
The final section of the course is a practical 4-part lesson, teaching how to implement a fully animated HTML5 Canvas project using WebAssembly as the main processor.
Upon completion of this course you will have the practical skills to immediately start creating high performance WebAssembly modules.
This course is to the point and everything is demonstrated in the most simple, yet practical ways.
What you’ll learn
Understand what WebAssembly is and how it will impact Web Development
Learn to load and run WebAssembly modules, using native JavaScript browser APIs
Compile C and C++ code using Emscripten
Advanced Emscripten features such as calling JS from WA and vice-versa
Table of Contents
Overview
1 Introduction
2 Prerequisites & Lesson Structure
WebAssembly Browser API
3 Loading a WASM
4 Exports: Calling C from JavaScript
5 Imports: Calling JavaScript from C
6 Memory Access: Reading Strings
7 Custom Memory Imports
Getting Started with Emscripten
8 What is Emscripten?
9 Installing Emscripten Tools
10 Compiling your first WASM
11 Compilation Options
12 Exporting C functions to JavaScript
13 Calling JavaScript functions from C
14 Preamble Conversion Functions
15 Emscripten Module & Memory Buffer
16 Debugging
17 Runtime Initialisation
18 Emrun
Practical WebAssembly
19 Micro Benchmark: Prime Numbers
20 Canvas Project 1: Setup
21 Canvas Project 2: Data Structure
22 Canvas Project 3: Animation
Outro
23 Bonus Lecture: Feedback & Course Coupons
Getting started with WebAssembly & Emscripten-March 5, 2019.z02
Getting started with WebAssembly & Emscripten
March 5, 2019
Video
Getting started with WebAssembly & Emscripten
English | MP4 | AVC 1280×720 | AAC 44KHz 2ch | 2.5 Hours | 687 MB
A complete guide for learning the WebAssembly JavaScript API and Emscripten toolset.
Learn to create and use WebAssembly Modules from scratch using Emscripten.
Bring your skills up to date with the very latest technology in Web Development.
This course is suitable for both beginners and experienced developers looking to get started with WebAssembly.
Understand what WebAssembly is and how it speeds up the web
Use native JavaScript APIs to load and run WebAssembly modules
Learn to use Emscripten and compile your own C or C++ code as a WebAssembly module
Use WebAssembly in a real-world project and micro benchmark
An invaluable skill for any developer looking to future-proof their skills
WebAssembly is the most promising new technology for the web, allowing browsers, and other JavaScript environments, to run blazing-fast raw binary modules, compiled directly from C, C++ and many other languages.
Understanding WebAssembly is an invaluable skill for anyone working with JavaScript or compiled languages, allowing you to bridge the gap between native software development and web-based JavaScript.
This course will provide a very practical and concise approach to learning WebAssembly & Emscripten, and will give you a solid base to immediately start creating and implementing fast, optimised WebAssembly modules.
Content and Overview
This course aims to teach a solid foundational understanding of what WebAssembly is, and why it’s so powerful.
Section one starts with an overview of WebAssembly and a detailed setup lesson to help you follow along every step of the way.
Section two covers the native JavaScript browser API for loading and running WebAssembly modules. This section also includes importing and exporting functions to and from a WebAssembly module, and shows how to access WebAssembly memory.
The third and most substantial part of the course, covers Emscripten in-depth. Teaching everything from installing Emscripten on either Mac, Windows or Linux, compiling C code from scratch and the general Module runtime cycle.
This Emscripten section also teaches some more advanced features of Emscripten, including calling JavaScript from a WebAssembly module and vice-versa.
The final section of the course is a practical 4-part lesson, teaching how to implement a fully animated HTML5 Canvas project using WebAssembly as the main processor.
Upon completion of this course you will have the practical skills to immediately start creating high performance WebAssembly modules.
This course is to the point and everything is demonstrated in the most simple, yet practical ways.
What you’ll learn
Understand what WebAssembly is and how it will impact Web Development
Learn to load and run WebAssembly modules, using native JavaScript browser APIs
Compile C and C++ code using Emscripten
Advanced Emscripten features such as calling JS from WA and vice-versa
Table of Contents
Overview
1 Introduction
2 Prerequisites & Lesson Structure
WebAssembly Browser API
3 Loading a WASM
4 Exports: Calling C from JavaScript
5 Imports: Calling JavaScript from C
6 Memory Access: Reading Strings
7 Custom Memory Imports
Getting Started with Emscripten
8 What is Emscripten?
9 Installing Emscripten Tools
10 Compiling your first WASM
11 Compilation Options
12 Exporting C functions to JavaScript
13 Calling JavaScript functions from C
14 Preamble Conversion Functions
15 Emscripten Module & Memory Buffer
16 Debugging
17 Runtime Initialisation
18 Emrun
Practical WebAssembly
19 Micro Benchmark: Prime Numbers
20 Canvas Project 1: Setup
21 Canvas Project 2: Data Structure
22 Canvas Project 3: Animation
Outro
23 Bonus Lecture: Feedback & Course Coupons
3D Graphics with Metal-May 28, 2019.z03--分卷3
3D Graphics with Metal -- 共7分卷,此为分卷3
May 28, 2019
Video
3D Graphics with Metal
English | MP4 | AVC 1920×1080 | AAC 48KHz 2ch | 3h 12m | 1.85 GB
In this course you’ll get an introduction to computer graphics using Metal on the GPU. You’ll render 3D models and even write a simple game using your very own game engine.
This course is for developers interested in understanding low-level computer graphics while achieving high performance in rendering 3D scenes. You’ll need to be comfortable with Xcode and Swift and be prepared to understand some math at a conceptual level.
Covered concepts
The Metal Pipeline
3D Models
Coordinate Spaces
Lighting
Materials and Textures
Making a game
Table of Contents
1 Introduction
2 Initialize Metal
3 Set Up Metal in Swift
4 Metal on the GPU
5 Shaders
6 Challenge – Render a Quad
7 Metal Buffers
8 Indexed Drawing
9 Vertex Descriptors
10 3D Models
11 Render a Model
12 Challenge – Add Color
13 Conclusion
14 Introduction
15 Position your model
16 Coordinate Spaces
17 Projection and Depth
18 Cameras
19 Normals
20 Ambient and Diffuse Lighting
21 Specular Lighting
22 Scene Graph
23 Create a Scene
24 Conclusion
25 Introduction
26 Materials
27 UV Maps
28 Texture Coordinates
29 Textures
30 Function Specialization
31 Instancing Introduction
32 Instancing
33 Challenge – Render all the trains
34 Conclusion
35 Introduction
36 RayBreak – the Game
37 Build the Arena
38 Collisions
39 Interaction
40 Juice it up
41 Game Over
42 Challenge – Game Over
43 Conclusion
3D Graphics with Metal-May 28, 2019.z06--分卷6
3D Graphics with Metal -- 共7分卷,此为分卷6
May 28, 2019
Video
3D Graphics with Metal
English | MP4 | AVC 1920×1080 | AAC 48KHz 2ch | 3h 12m | 1.85 GB
In this course you’ll get an introduction to computer graphics using Metal on the GPU. You’ll render 3D models and even write a simple game using your very own game engine.
This course is for developers interested in understanding low-level computer graphics while achieving high performance in rendering 3D scenes. You’ll need to be comfortable with Xcode and Swift and be prepared to understand some math at a conceptual level.
Covered concepts
The Metal Pipeline
3D Models
Coordinate Spaces
Lighting
Materials and Textures
Making a game
Table of Contents
1 Introduction
2 Initialize Metal
3 Set Up Metal in Swift
4 Metal on the GPU
5 Shaders
6 Challenge – Render a Quad
7 Metal Buffers
8 Indexed Drawing
9 Vertex Descriptors
10 3D Models
11 Render a Model
12 Challenge – Add Color
13 Conclusion
14 Introduction
15 Position your model
16 Coordinate Spaces
17 Projection and Depth
18 Cameras
19 Normals
20 Ambient and Diffuse Lighting
21 Specular Lighting
22 Scene Graph
23 Create a Scene
24 Conclusion
25 Introduction
26 Materials
27 UV Maps
28 Texture Coordinates
29 Textures
30 Function Specialization
31 Instancing Introduction
32 Instancing
33 Challenge – Render all the trains
34 Conclusion
35 Introduction
36 RayBreak – the Game
37 Build the Arena
38 Collisions
39 Interaction
40 Juice it up
41 Game Over
42 Challenge – Game Over
43 Conclusion
3D Graphics with Metal-May 28, 2019.z05--分卷5
3D Graphics with Metal -- 共7分卷,此为分卷5
May 28, 2019
Video
3D Graphics with Metal
English | MP4 | AVC 1920×1080 | AAC 48KHz 2ch | 3h 12m | 1.85 GB
In this course you’ll get an introduction to computer graphics using Metal on the GPU. You’ll render 3D models and even write a simple game using your very own game engine.
This course is for developers interested in understanding low-level computer graphics while achieving high performance in rendering 3D scenes. You’ll need to be comfortable with Xcode and Swift and be prepared to understand some math at a conceptual level.
Covered concepts
The Metal Pipeline
3D Models
Coordinate Spaces
Lighting
Materials and Textures
Making a game
Table of Contents
1 Introduction
2 Initialize Metal
3 Set Up Metal in Swift
4 Metal on the GPU
5 Shaders
6 Challenge – Render a Quad
7 Metal Buffers
8 Indexed Drawing
9 Vertex Descriptors
10 3D Models
11 Render a Model
12 Challenge – Add Color
13 Conclusion
14 Introduction
15 Position your model
16 Coordinate Spaces
17 Projection and Depth
18 Cameras
19 Normals
20 Ambient and Diffuse Lighting
21 Specular Lighting
22 Scene Graph
23 Create a Scene
24 Conclusion
25 Introduction
26 Materials
27 UV Maps
28 Texture Coordinates
29 Textures
30 Function Specialization
31 Instancing Introduction
32 Instancing
33 Challenge – Render all the trains
34 Conclusion
35 Introduction
36 RayBreak – the Game
37 Build the Arena
38 Collisions
39 Interaction
40 Juice it up
41 Game Over
42 Challenge – Game Over
43 Conclusion
3D Graphics with Metal-May 28, 2019.zip--分卷0
3D Graphics with Metal -- 共7分卷,此为分卷0
May 28, 2019
Video
3D Graphics with Metal
English | MP4 | AVC 1920×1080 | AAC 48KHz 2ch | 3h 12m | 1.85 GB
In this course you’ll get an introduction to computer graphics using Metal on the GPU. You’ll render 3D models and even write a simple game using your very own game engine.
This course is for developers interested in understanding low-level computer graphics while achieving high performance in rendering 3D scenes. You’ll need to be comfortable with Xcode and Swift and be prepared to understand some math at a conceptual level.
Covered concepts
The Metal Pipeline
3D Models
Coordinate Spaces
Lighting
Materials and Textures
Making a game
Table of Contents
1 Introduction
2 Initialize Metal
3 Set Up Metal in Swift
4 Metal on the GPU
5 Shaders
6 Challenge – Render a Quad
7 Metal Buffers
8 Indexed Drawing
9 Vertex Descriptors
10 3D Models
11 Render a Model
12 Challenge – Add Color
13 Conclusion
14 Introduction
15 Position your model
16 Coordinate Spaces
17 Projection and Depth
18 Cameras
19 Normals
20 Ambient and Diffuse Lighting
21 Specular Lighting
22 Scene Graph
23 Create a Scene
24 Conclusion
25 Introduction
26 Materials
27 UV Maps
28 Texture Coordinates
29 Textures
30 Function Specialization
31 Instancing Introduction
32 Instancing
33 Challenge – Render all the trains
34 Conclusion
35 Introduction
36 RayBreak – the Game
37 Build the Arena
38 Collisions
39 Interaction
40 Juice it up
41 Game Over
42 Challenge – Game Over
43 Conclusion
3D Graphics with Metal-May 28, 2019.z04--分卷4
3D Graphics with Metal -- 共7分卷,此为分卷4
May 28, 2019
Video
3D Graphics with Metal
English | MP4 | AVC 1920×1080 | AAC 48KHz 2ch | 3h 12m | 1.85 GB
In this course you’ll get an introduction to computer graphics using Metal on the GPU. You’ll render 3D models and even write a simple game using your very own game engine.
This course is for developers interested in understanding low-level computer graphics while achieving high performance in rendering 3D scenes. You’ll need to be comfortable with Xcode and Swift and be prepared to understand some math at a conceptual level.
Covered concepts
The Metal Pipeline
3D Models
Coordinate Spaces
Lighting
Materials and Textures
Making a game
Table of Contents
1 Introduction
2 Initialize Metal
3 Set Up Metal in Swift
4 Metal on the GPU
5 Shaders
6 Challenge – Render a Quad
7 Metal Buffers
8 Indexed Drawing
9 Vertex Descriptors
10 3D Models
11 Render a Model
12 Challenge – Add Color
13 Conclusion
14 Introduction
15 Position your model
16 Coordinate Spaces
17 Projection and Depth
18 Cameras
19 Normals
20 Ambient and Diffuse Lighting
21 Specular Lighting
22 Scene Graph
23 Create a Scene
24 Conclusion
25 Introduction
26 Materials
27 UV Maps
28 Texture Coordinates
29 Textures
30 Function Specialization
31 Instancing Introduction
32 Instancing
33 Challenge – Render all the trains
34 Conclusion
35 Introduction
36 RayBreak – the Game
37 Build the Arena
38 Collisions
39 Interaction
40 Juice it up
41 Game Over
42 Challenge – Game Over
43 Conclusion
3D Graphics with Metal-May 28, 2019.z02--分卷2
3D Graphics with Metal -- 共7分卷,此为分卷1
May 28, 2019
Video
3D Graphics with Metal
English | MP4 | AVC 1920×1080 | AAC 48KHz 2ch | 3h 12m | 1.85 GB
In this course you’ll get an introduction to computer graphics using Metal on the GPU. You’ll render 3D models and even write a simple game using your very own game engine.
This course is for developers interested in understanding low-level computer graphics while achieving high performance in rendering 3D scenes. You’ll need to be comfortable with Xcode and Swift and be prepared to understand some math at a conceptual level.
Covered concepts
The Metal Pipeline
3D Models
Coordinate Spaces
Lighting
Materials and Textures
Making a game
Table of Contents
1 Introduction
2 Initialize Metal
3 Set Up Metal in Swift
4 Metal on the GPU
5 Shaders
6 Challenge – Render a Quad
7 Metal Buffers
8 Indexed Drawing
9 Vertex Descriptors
10 3D Models
11 Render a Model
12 Challenge – Add Color
13 Conclusion
14 Introduction
15 Position your model
16 Coordinate Spaces
17 Projection and Depth
18 Cameras
19 Normals
20 Ambient and Diffuse Lighting
21 Specular Lighting
22 Scene Graph
23 Create a Scene
24 Conclusion
25 Introduction
26 Materials
27 UV Maps
28 Texture Coordinates
29 Textures
30 Function Specialization
31 Instancing Introduction
32 Instancing
33 Challenge – Render all the trains
34 Conclusion
35 Introduction
36 RayBreak – the Game
37 Build the Arena
38 Collisions
39 Interaction
40 Juice it up
41 Game Over
42 Challenge – Game Over
43 Conclusion
3D Graphics with Metal-May 28, 2019.z01--分卷1
3D Graphics with Metal -- 共7分卷,此为分卷1
May 28, 2019
Video
3D Graphics with Metal
English | MP4 | AVC 1920×1080 | AAC 48KHz 2ch | 3h 12m | 1.85 GB
In this course you’ll get an introduction to computer graphics using Metal on the GPU. You’ll render 3D models and even write a simple game using your very own game engine.
This course is for developers interested in understanding low-level computer graphics while achieving high performance in rendering 3D scenes. You’ll need to be comfortable with Xcode and Swift and be prepared to understand some math at a conceptual level.
Covered concepts
The Metal Pipeline
3D Models
Coordinate Spaces
Lighting
Materials and Textures
Making a game
Table of Contents
1 Introduction
2 Initialize Metal
3 Set Up Metal in Swift
4 Metal on the GPU
5 Shaders
6 Challenge – Render a Quad
7 Metal Buffers
8 Indexed Drawing
9 Vertex Descriptors
10 3D Models
11 Render a Model
12 Challenge – Add Color
13 Conclusion
14 Introduction
15 Position your model
16 Coordinate Spaces
17 Projection and Depth
18 Cameras
19 Normals
20 Ambient and Diffuse Lighting
21 Specular Lighting
22 Scene Graph
23 Create a Scene
24 Conclusion
25 Introduction
26 Materials
27 UV Maps
28 Texture Coordinates
29 Textures
30 Function Specialization
31 Instancing Introduction
32 Instancing
33 Challenge – Render all the trains
34 Conclusion
35 Introduction
36 RayBreak – the Game
37 Build the Arena
38 Collisions
39 Interaction
40 Juice it up
41 Game Over
42 Challenge – Game Over
43 Conclusion
Swift5:Exploring the iOS SDK, 5th Edition-June 2, 2019-5th.pdf
Details
Title: Beginning iPhone Development with Swift 5: Exploring the iOS SDK, 5th Edition
Author: Wallace Wang
Length: 628 pages
Edition: 5th ed.
Language: English
Publisher: Apress
Publication Date: 2019-07-17
ISBN-10: 1484248643
ISBN-13: 9781484248645
Sales Rank: #1705960 (See Top 100 Books)
Categories
Computers & Technology
Hardware & DIY
Mobile Phones, Tablets & E-Readers
Programming
Programming Languages
Textbooks
Computer Science
Description
Learn how to integrate all the interface elements iOS users have come to know and love, such as buttons, switches, pickers, toolbars, and sliders. In this edition of the best selling book, you’ll also learn about touch gestures, table views, and collection views for displaying data on a user interface.
Assuming little or no working knowledge of the Swift programming language, and written in a friendly, easy-to-follow style, this book offers a comprehensive course in iPhone and iPad programming. The book starts with a gentle introduction to using Xcode and then guides you though the creation of your first simple application.
You’ll start with designing basic user interfaces and then explore more sophisticated ones that involve multiple screens such as navigation controllers, tab bars, tool bars, page views, and split views that are particularly useful on the larger screens of the iPad and certain iPhone models. And there’s much more!
Beginning iPhone Development with Swift 5 covers the basic information you need to get up and running quickly to turn your great ideas into working iOS apps. Once you’re ready, move on to Pro iPhone Development with Swift 5 to learn more of the really unique aspects of iOS programming and the Swift language.
What You Will Learn
Discover what data persistence is, and why it’s important
Build cool, crisp user interfaces
Display data in Table Views
Work with all the most commonly used iOS Frameworks
Who This Book is For
Aspiring iOS app developers new to the Apple Swift programming language and/or the iOS SDK
Handbook of Machine and Computer Vision: The Guide for... 2nd Edition.epub
Handbook of Machine and Computer Vision: The Guide for Developers and Users, 2nd Edition by Alexander Hornberg
English | 2017 | ISBN: 3527413393 | 860 Pages | True PDF, EPUB | 76 MB
The second edition of this accepted reference work has been updated to reflect the rapid developments in the field and now covers both 2D and 3D imaging.
Written by expert practitioners from leading companies operating in machine vision, this one-stop handbook guides readers through all aspects of image acquisition and image processing, including optics, electronics and software. The authors approach the subject in terms of industrial applications, elucidating such topics as illumination and camera calibration. Initial chapters concentrate on the latest hardware aspects, ranging from lenses and camera systems to camera-computer interfaces, with the software necessary discussed to an equal depth in later sections. These include digital image basics as well as image analysis and image processing. The book concludes with extended coverage of industrial applications in optics and electronics, backed by case studies and design strategies for the conception of complete machine vision systems. As a result, readers are not only able to understand the latest systems, but also to plan and evaluate this technology.
With more than 500 images and tables to illustrate relevant principles and steps.
Handbook of Machine and Computer Vision:The Guide for... 2nd Edi.pdf
Handbook of Machine and Computer Vision: The Guide for Developers and Users, 2nd Edition by Alexander Hornberg
English | 2017 | ISBN: 3527413393 | 860 Pages | True PDF, EPUB | 76 MB
The second edition of this accepted reference work has been updated to reflect the rapid developments in the field and now covers both 2D and 3D imaging.
Written by expert practitioners from leading companies operating in machine vision, this one-stop handbook guides readers through all aspects of image acquisition and image processing, including optics, electronics and software. The authors approach the subject in terms of industrial applications, elucidating such topics as illumination and camera calibration. Initial chapters concentrate on the latest hardware aspects, ranging from lenses and camera systems to camera-computer interfaces, with the software necessary discussed to an equal depth in later sections. These include digital image basics as well as image analysis and image processing. The book concludes with extended coverage of industrial applications in optics and electronics, backed by case studies and design strategies for the conception of complete machine vision systems. As a result, readers are not only able to understand the latest systems, but also to plan and evaluate this technology.
With more than 500 images and tables to illustrate relevant principles and steps.
Online Visual Tracking by Huchuan Lu-June 1, 2019.epub
Online Visual Tracking by Huchuan Lu
English | 2019 | ISBN: 9811304682 | 128 Pages | True PDF, EPUB | 34 MB
This book presents the state of the art in online visual tracking, including the motivations, practical algorithms, and experimental evaluations. Visual tracking remains a highly active area of research in Computer Vision and the performance under complex scenarios has substantially improved, driven by the high demand in connection with real-world applications and the recent advances in machine learning. A large variety of new algorithms have been proposed in the literature over the last two decades, with mixed success.
Chapters 1 to 6 introduce readers to tracking methods based on online learning algorithms, including sparse representation, dictionary learning, hashing codes, local model, and model fusion. In Chapter 7, visual tracking is formulated as a foreground/background segmentation problem, and tracking methods based on superpixels and end-to-end deep networks are presented. In turn, Chapters 8 and 9 introduce the cutting-edge tracking methods based on correlation filter and deep learning. Chapter 10 summarizes the book and points out potential future research directions for visual tracking.
The book is self-contained and suited for all researchers, professionals and postgraduate students working in the fields of computer vision, pattern recognition, and machine learning. It will help these readers grasp the insights provided by cutting-edge research, and benefit from the practical techniques available for designing effective visual tracking algorithms. Further, the source codes or results of most algorithms in the book are provided at an accompanying website.
Machine Learning by Tutorials: Beginning machine learning for Apple and_code.z01
Machine Learning by Tutorials: Beginning machine learning for Apple and iOS by Matthijs Hollemans--
May 31, 2019
Machine Learning by Tutorials: Beginning machine learning for Apple and iOS by Matthijs Hollemans
English | 2019 | ISBN: 1942878582 | 539 Pages | True PDF, EPUB, CODE | 695 MB
Learn Machine Learning!
Machine learning is one of those topics that can be daunting at first blush. It’s not clear where to start, what path someone should take and what APIs to learn in order to get started teaching machines how to learn. This is where Machine Learning by Tutorials comes in! In this book, we’ll hold your hand through a number of tutorials, to get you started in the world of machine learning. We’ll cover a wide range of popular topics in the field of machine learning, while developing apps that work on iOS devices.
This books is for the intermediate iOS developer who already knows the basics of iOS and Swift development, but wants to understand how machine learning works.
Topics covered in Machine Learning by Tutorials
CoreML: Learn how to add a machine learning model to your iOS apps, and how to use iOS APIs to access it.
Create ML: Learn how to create your own model using Apple’s Create ML Tool.
Turi Create and Keras: Learn how to tune parameters to improve your machine learning model using more advanced tools.
Image Classification: Learn how to apply machine learning models to predict objects in an image.
Convolutional Networks: Learn advanced machine learning techniques for predicting objects in an image with Convolutional Neural Networks (CNNs).
Sequence Classification: Learn how you can use recurrent neural networks (RNNs) to classify motion from an iPhone’s motion sensor.
Text-to-text Transform: Learn to how machine learning can be used to convert bodies of text between two languages.
Machine Learning by Tutorials: Beginning machine learning for Apple and_code.zip
Machine Learning by Tutorials: Beginning machine learning for Apple and iOS by Matthijs Hollemans--
May 31, 2019
Machine Learning by Tutorials: Beginning machine learning for Apple and iOS by Matthijs Hollemans
English | 2019 | ISBN: 1942878582 | 539 Pages | True PDF, EPUB, CODE | 695 MB
Learn Machine Learning!
Machine learning is one of those topics that can be daunting at first blush. It’s not clear where to start, what path someone should take and what APIs to learn in order to get started teaching machines how to learn. This is where Machine Learning by Tutorials comes in! In this book, we’ll hold your hand through a number of tutorials, to get you started in the world of machine learning. We’ll cover a wide range of popular topics in the field of machine learning, while developing apps that work on iOS devices.
This books is for the intermediate iOS developer who already knows the basics of iOS and Swift development, but wants to understand how machine learning works.
Topics covered in Machine Learning by Tutorials
CoreML: Learn how to add a machine learning model to your iOS apps, and how to use iOS APIs to access it.
Create ML: Learn how to create your own model using Apple’s Create ML Tool.
Turi Create and Keras: Learn how to tune parameters to improve your machine learning model using more advanced tools.
Image Classification: Learn how to apply machine learning models to predict objects in an image.
Convolutional Networks: Learn advanced machine learning techniques for predicting objects in an image with Convolutional Neural Networks (CNNs).
Sequence Classification: Learn how you can use recurrent neural networks (RNNs) to classify motion from an iPhone’s motion sensor.
Text-to-text Transform: Learn to how machine learning can be used to convert bodies of text between two languages.
Machine Learning by Tutorials:Beginning machine learning for Apple and iOS.pdf
Machine Learning by Tutorials: Beginning machine learning for Apple and iOS by Matthijs Hollemans--
May 31, 2019
Machine Learning by Tutorials: Beginning machine learning for Apple and iOS by Matthijs Hollemans
English | 2019 | ISBN: 1942878582 | 539 Pages | True PDF, EPUB, CODE | 695 MB
Learn Machine Learning!
Machine learning is one of those topics that can be daunting at first blush. It’s not clear where to start, what path someone should take and what APIs to learn in order to get started teaching machines how to learn. This is where Machine Learning by Tutorials comes in! In this book, we’ll hold your hand through a number of tutorials, to get you started in the world of machine learning. We’ll cover a wide range of popular topics in the field of machine learning, while developing apps that work on iOS devices.
This books is for the intermediate iOS developer who already knows the basics of iOS and Swift development, but wants to understand how machine learning works.
Topics covered in Machine Learning by Tutorials
CoreML: Learn how to add a machine learning model to your iOS apps, and how to use iOS APIs to access it.
Create ML: Learn how to create your own model using Apple’s Create ML Tool.
Turi Create and Keras: Learn how to tune parameters to improve your machine learning model using more advanced tools.
Image Classification: Learn how to apply machine learning models to predict objects in an image.
Convolutional Networks: Learn advanced machine learning techniques for predicting objects in an image with Convolutional Neural Networks (CNNs).
Sequence Classification: Learn how you can use recurrent neural networks (RNNs) to classify motion from an iPhone’s motion sensor.
Text-to-text Transform: Learn to how machine learning can be used to convert bodies of text between two languages.
3D Animation for the Raw Beginner Using Autodesk Maya, 2nd Edition.pdf
3D Animation for the Raw Beginner Using Autodesk Maya, 2nd Edition
by Roger King
Chapman and Hall/CRC English 2019-02-16 452 pages
5.0/5.0 2 reviews
Details
Title: 3D Animation for the Raw Beginner Using Autodesk Maya, 2nd Edition
Author: Roger King
Length: 452 pages
Edition: 2
Language: English
Publisher: Chapman and Hall/CRC
Publication Date: 2019-02-16
ISBN-10: 0815388780
ISBN-13: 9780815388784
Sales Rank: #1038614 (See Top 100 Books)
Categories
Computers & Technology
Graphics & Design
Programming
Textbooks
Computer Science
Description
3D Animation for the Raw Beginner Using Autodesk Maya is a hands-on academic textbook as well as a do-it-yourself training manual for the individual animator. This second edition has been completely rewritten to take into account updates to Autodesk Maya, including Autodesk’s renderer, Arnold. It contains entirely new examples and tutorial lessons. All 612 images are in full color. The book directs the reader to the parts of Maya that must be mastered in order to create complete 3D projects, and thus it simplifies the process of taking on Maya’s vast and intricate interface, while giving the reader a firm foundation on which to build future knowledge of Maya. It also presents brief examples of other popular 3D applications and rendering engines. This principles-based, yet pragmatic book:
Introduces the basic steps of the 3D modeling, materials, animation, lighting, and rendering processes.
Presents clear and concise tutorials that link key concepts to practical techniques.
Includes access to a webpage for the book: https://buzzking.com/AnimationTextbook/AnimationTextbook.html. On this webpage are videos that cover many of the lessons in the book, as well as video tutorials that present bonus material not included in the book.
Frees instructors from the painstaking task of developing step-by-step examples to present Maya’s complex interface and basic capabilities.
Boasts an easy-to-follow, tutorial-based learning style ideal for
Learn Swift by Building Applications Explore Swift programming_Code.zip
Learn Swift by Building Applications: Explore Swift programming through iOS app development
by Emil Atanasov
Packt Publishing English 2018-05-25 366 pages
5.0/5.0 1 reviews
Details
Title: Learn Swift by Building Applications: Explore Swift programming through iOS app development
Author: Emil Atana
Learn Swift by Building Applications Explore Swift programming
Learn Swift by Building Applications: Explore Swift programming through iOS app development
by Emil Atanasov
Packt Publishing English 2018-05-25 366 pages
5.0/5.0 1 reviews
Details
Title: Learn Swift by Building Applications: Explore Swift programming through iOS app development
Author: Emil Atanasov
Length: 366 pages
Edition: 1
Language: English
Publisher: Packt Publishing
Publication Date: 2018-05-25
ISBN-10: 178646392X
ISBN-13: 9781786463920
Sales Rank: #1123253 (See Top 100 Books)
Categories
Computers & Technology
Mobile Phones, Tablets & E-Readers
Operating Systems
Programming
Programming Languages
Description
Start building your very own mobile apps with this comprehensive introduction to Swift and object-oriented programming
Key Features
A complete beginner's guide to Swift programming language
Understand core Swift programming concepts and techniques for creating popular iOS apps
Start your journey toward building mobile app development with this practical guide
Book Description
Swift Language is now more powerful than ever; it has introduced new ways to solve old problems and has gone on to become one of the fastest growing popular languages. It is now a de-facto choice for iOS developers and it powers most of the newly released and popular apps. This practical guide will help you to begin your journey with Swift programming through learning how to build iOS apps.
You will learn all about basic variables, if clauses, functions, loops, and other core concepts; then structures, classes, and inheritance will be discussed. Next, you'll dive into developing a weather app that consumes data from the internet and presents information to the user. The final project is more complex, involving creating an Instagram like app that integrates different external libraries. The app also uses CocoaPods as its package dependency manager, to give you a cutting-edge tool to add to your skillset. By the end of the book, you will have learned how to model real-world apps
Computer Graphics Through OpenGL:From Theory to Experiments, 3rd Edition.part1
Title: Computer Graphics Through OpenGL: From Theory to Experiments, 3rd Edition--true PDF
Author: Sumanta Guha
Length: 760 pages
Edition: 3
Language: English
Publisher: Chapman and Hall/CRC
Publication Date: 2019-01-07
ISBN-10: 1138612642
ISBN-13: 9781138612648
Description
COMPREHENSIVE COVERAGE OF SHADERS AND THE PROGRAMMABLE PIPELINE
From geometric primitives to animation to 3D modeling to lighting, shading and texturing, Computer Graphics Through OpenGL®: From Theory to Experiments is a comprehensive introduction to computer graphics which uses an active learning style to teach key concepts. Equally emphasizing theory and practice, the book provides an understanding not only of the principles of 3D computer graphics, but also the use of the OpenGL® Application Programming Interface (API) to code 3D scenes and animation, including games and movies.
The undergraduate core of the book takes the student from zero knowledge of computer graphics to a mastery of the fundamental concepts with the ability to code applications using fourth-generation OpenGL®. The remaining chapters explore more advanced topics, including the structure of curves and surfaces, applications of projective spaces and transformations and the implementation of graphics pipelines.
This book can be used for introductory undergraduate computer graphics courses over one to two semesters. The careful exposition style attempting to explain each concept in the simplest terms possible should appeal to the self-study student as well.
Features
Covers the foundations of 3D computer graphics, including animation, visual techniques and 3D modeling
Comprehensive coverage of OpenGL® 4.x, including the GLSL and vertex, fragment, tessellation and geometry shaders
Includes 180 programs with 270 experiments based on them
Contains 750 exercises, 110 worked examples, and 700 four-color illustrations
Requires no previous knowledge of computer graphics
Balances theory with programming practice using a hands-on
Machine Learning Projects with TensorFlow 2.0:Supercharge your Machine Learning
code! 此为源代码! 视频教程见:
May 1, 2020
Machine Learning Projects with TensorFlow 2.0: Supercharge your Machine
Learning skills with Tensorflow 2
English | MP4 | AVC 1920×1080 | AAC 48KHz 2ch | 4h 20m | 965 MB
eLearning | Skill level: All Levels
Build and train models for real-world machine learning projects using Tensorflow 2.0
TensorFlow is the world’s most widely adopted framework for Machine Learning and Deep Learning. TensorFlow 2.0 is a major milestone due to its inclusion of some major changes making TensorFlow easier to learn and use such as “Eager Execution”. It will support more platforms and languages, improved compatibility and remove deprecated APIs.
This course will guide you to upgrade your skills in Machine Learning by practically applying them by building real-world Machine Learning projects.
Each section should cover a specific project on a Machine Learning task and you will learn how to implement it into your system using TensorFlow 2. You will implement various Machine Learning techniques and algorithms using the TensorFlow 2 library. Each project will put your skills to test, help you understand and overcome the challenges you can face in a real-world scenario and provide some tips and tricks to help you become more efficient. Throughout the course, you will cover the new features of TensorFlow 2 such as Eager Execution. You will cover at least 3-4 projects. You will also cover some tasks such as Reinforcement Learning and Transfer Learning.
By the end of the course, you will be confident to build your own Machine Learning Systems with TensorFlow 2 and will be able to add this valuable skill to your CV.
Learn
Strengthen your foundations to build TensorFlow 2.0 projects by exploring its new features
Analyze the Titanic data set to obtain desired results with ease
Implement and organize your Tensorflow projects in a professional manner
Use Tensorboard to inspect various metrics and monitor your project’s performance
Research and make the most of other people’s Kaggle solutions
Use OpenAI Gym Environments for implementing state of the art reinforcement learning techniques using TF-Agents
Apply the latest Transfer Learning techniques from Tensorflow
+ Table of Contents
Regression Task Airbnb Prices in New York
1 Course Overview
2 Setting Up TensorFlow 2.0
3 Getting Started with TensorFlow 2.0
4 Analyzing the Airbnb Dataset and Making a Plan
5 Implementing a Simple Linear Regression Algorithm
6 Implementing a Multi Layer Perceptron (Artificial Neural Network)
7 Improving the Network with Better Activation Functions and Dropout
8 Adding More Metrics to Gain a Better Understanding
9 Putting It All Together in a Professional Way
Classification Task Build Real World Apps – Who Will Win the Next UFC
10 Collecting Possible Kaggle Data
11 Analysis and Planning of the Dataset
12 Introduction to Google Colab and How It Benefits Us
13 Setting Up Training on Google Colab
14 Some Advanced Neural Network Approaches
15 Introducing a Deeper Network
16 Inspecting Metrics with TensorBoard
17 Inspecting the Existing Kaggle Solutions
Natural Language Processing Task – How to Generate Our Own Text
18 Introduction to Natural Language Processing
19 NLP and the Importance of Data Preprocessing
20 A Simple Text Classifier
21 Text Generation Methods
22 Text Generation with a Recurrent Neural Network
23 Refinements with Federated Learning
Reinforcement Learning Task – How to Become Best at Pacman
24 Introduction to Reinforcement Learning
25 OpenAI Gym Environments
26 The Pacman Gym Environment That We Are Going to Use
27 Reinforcement Learning Principles with TF-Agents
28 TF-Agents for Our Pacman Gym Environment
29 The Agents That We Are Going to Use
30 Selecting the Best Approaches and Real World Applications
Transfer Learning Task – How to Build a Powerful Image Classifier
31 Introduction to Transfer Learning in TensorFlow 2
32 Picking a Kaggle Dataset to Work On
33 Picking a Base Model Suitable for Transfer Learning with Our Dataset
34 Implementing our Transfer Learning approach
35 How Well Are We Doing and Can We Do Better
36 Conclusions and Future Work
Hands-on Three.js 3D Web Visualisations-September 16, 2019.part2.rar-共三分卷
【视频教程】Hands-on Three.js 3D Web Visualisations-September 16, 2019.part2.rar
Hands-on Three.js 3D Web Visualisations
September 16, 2019
English | MP4 | AVC 1920×1080 | AAC 48KHz 2ch | 3h 46m | 968 MB
eLearning | Skill level: All Levels
Create stunning visualizations and 3D scenes using the Three.js library
Three.js is the most popular JavaScript library for displaying 3D content on the web, giving you the power to display incredible models, games, music videos, and scientific/data visualizations in your browser and even on your smartphone!
This course begins with a 3D beginner-level primer to 3D concepts and some basic examples to get you started with the most important features that Three.js has to offer. You’ll learn how to quickly create a scene, camera, and renderer and how to add meshes using the Geometry primitives included with the library. You’ll explore troubleshooting steps that will focus on some of the common pitfalls developers face. You’ll learn the very sophisticated animation system included with the library. The course concludes by introducing post-processing, essentially adding filters to your rendered scene, and GLSL, the shading language that is used by all materials included with the library. You’ll see how creating your materials is easier than you’d imagine using GLSL.
By the end of this course, you’ll be able to quickly add advanced features to your 3D scenes, improve the way users interact with them, and make them look stunning.
Learn
Learn the basics of 3D applications: vertices, faces, meshes, cameras, and renderers
Learn how to set up a Three.js web app: the scene, camera, and renderer
Master the scene hierarchy and child-parent relationships, and how they affect the final location and orientation of objects
Explore simple mesh shapes (such as boxes, spheres, cylinders, planes, and cones) using the Three.js library
Learn how to source, create, and load complex assets, including textures
Discover how to use the brilliant animation system that is part of the THREE.js library
Add a post-processor to a rendered image, to make it look like an old film or a dot screenprint
+ Table of Contents
1 The Course Overview
2 Introducing the THREE.js website
3 D Basics
4 Your first THREE.js web page`
5 The THREE.js Editor
6 Debugging Your Pages
7 Let’s Keep It Simple – Starting with a Box
8 Materials One – Basic and Wireframe
9 Spheres and Cylinders
10 Materials Two – Lambert and Phong
11 Cones and Tori
12 Scene Hierarchy
13 Perspective Camera
14 Orthographic Camera
15 Dummy Cameras and Lerping
16 Complex Camera Paths
17 Ambient and Hemisphere Lighting
18 Directional and Point Lighting
19 Spot and RectArea Lighting
20 Adding Shadows to Your Scenes
21 Physically Correct Lighting
22 Online Sources of 3D Assets
23 Using Blender with THREE.js
24 The GLTFLoader Class
25 The FBXLoader Class
26 LatheGeometry and ExtrudeGeometry
27 The Basics of the Animation System
28 Skinned Meshes
29 Switching and Blending Animations
30 Splitting an Animation Clip
31 A WASD Control System for a Player Character
32 THREE.js Post Processing
33 Introducing GLSL – ShaderMaterial
34 Introducing GLSL – Vertex Shaders
35 Introducing GLSL – Importance of Noise Function
36 Introducing GLSL – Textures
【视频教程】Hands-on Three.js 3D Web Visualisations-September 16, 2019.part1.rar-共三分卷
【视频教程】Hands-on Three.js 3D Web Visualisations-September 16, 2019.part1.rar
Hands-on Three.js 3D Web Visualisations
September 16, 2019
English | MP4 | AVC 1920×1080 | AAC 48KHz 2ch | 3h 46m | 968 MB
eLearning | Skill level: All Levels
Create stunning visualizations and 3D scenes using the Three.js library
Three.js is the most popular JavaScript library for displaying 3D content on the web, giving you the power to display incredible models, games, music videos, and scientific/data visualizations in your browser and even on your smartphone!
This course begins with a 3D beginner-level primer to 3D concepts and some basic examples to get you started with the most important features that Three.js has to offer. You’ll learn how to quickly create a scene, camera, and renderer and how to add meshes using the Geometry primitives included with the library. You’ll explore troubleshooting steps that will focus on some of the common pitfalls developers face. You’ll learn the very sophisticated animation system included with the library. The course concludes by introducing post-processing, essentially adding filters to your rendered scene, and GLSL, the shading language that is used by all materials included with the library. You’ll see how creating your materials is easier than you’d imagine using GLSL.
By the end of this course, you’ll be able to quickly add advanced features to your 3D scenes, improve the way users interact with them, and make them look stunning.
Learn
Learn the basics of 3D applications: vertices, faces, meshes, cameras, and renderers
Learn how to set up a Three.js web app: the scene, camera, and renderer
Master the scene hierarchy and child-parent relationships, and how they affect the final location and orientation of objects
Explore simple mesh shapes (such as boxes, spheres, cylinders, planes, and cones) using the Three.js library
Learn how to source, create, and load complex assets, including textures
Discover how to use the brilliant animation system that is part of the THREE.js library
Add a post-processor to a rendered image, to make it look like an old film or a dot screenprint
+ Table of Contents
1 The Course Overview
2 Introducing the THREE.js website
3 D Basics
4 Your first THREE.js web page`
5 The THREE.js Editor
6 Debugging Your Pages
7 Let’s Keep It Simple – Starting with a Box
8 Materials One – Basic and Wireframe
9 Spheres and Cylinders
10 Materials Two – Lambert and Phong
11 Cones and Tori
12 Scene Hierarchy
13 Perspective Camera
14 Orthographic Camera
15 Dummy Cameras and Lerping
16 Complex Camera Paths
17 Ambient and Hemisphere Lighting
18 Directional and Point Lighting
19 Spot and RectArea Lighting
20 Adding Shadows to Your Scenes
21 Physically Correct Lighting
22 Online Sources of 3D Assets
23 Using Blender with THREE.js
24 The GLTFLoader Class
25 The FBXLoader Class
26 LatheGeometry and ExtrudeGeometry
27 The Basics of the Animation System
28 Skinned Meshes
29 Switching and Blending Animations
30 Splitting an Animation Clip
31 A WASD Control System for a Player Character
32 THREE.js Post Processing
33 Introducing GLSL – ShaderMaterial
34 Introducing GLSL – Vertex Shaders
35 Introducing GLSL – Importance of Noise Function
36 Introducing GLSL – Textures
Hands-on Three.js 3D Web Visualisations-September 16, 2019.part3.rar-共三分卷
【视频教程】Hands-on Three.js 3D Web Visualisations-September 16, 2019.part3.rar
Hands-on Three.js 3D Web Visualisations
September 16, 2019
English | MP4 | AVC 1920×1080 | AAC 48KHz 2ch | 3h 46m | 968 MB
eLearning | Skill level: All Levels
Create stunning visualizations and 3D scenes using the Three.js library
Three.js is the most popular JavaScript library for displaying 3D content on the web, giving you the power to display incredible models, games, music videos, and scientific/data visualizations in your browser and even on your smartphone!
This course begins with a 3D beginner-level primer to 3D concepts and some basic examples to get you started with the most important features that Three.js has to offer. You’ll learn how to quickly create a scene, camera, and renderer and how to add meshes using the Geometry primitives included with the library. You’ll explore troubleshooting steps that will focus on some of the common pitfalls developers face. You’ll learn the very sophisticated animation system included with the library. The course concludes by introducing post-processing, essentially adding filters to your rendered scene, and GLSL, the shading language that is used by all materials included with the library. You’ll see how creating your materials is easier than you’d imagine using GLSL.
By the end of this course, you’ll be able to quickly add advanced features to your 3D scenes, improve the way users interact with them, and make them look stunning.
Learn
Learn the basics of 3D applications: vertices, faces, meshes, cameras, and renderers
Learn how to set up a Three.js web app: the scene, camera, and renderer
Master the scene hierarchy and child-parent relationships, and how they affect the final location and orientation of objects
Explore simple mesh shapes (such as boxes, spheres, cylinders, planes, and cones) using the Three.js library
Learn how to source, create, and load complex assets, including textures
Discover how to use the brilliant animation system that is part of the THREE.js library
Add a post-processor to a rendered image, to make it look like an old film or a dot screenprint
+ Table of Contents
1 The Course Overview
2 Introducing the THREE.js website
3 D Basics
4 Your first THREE.js web page`
5 The THREE.js Editor
6 Debugging Your Pages
7 Let’s Keep It Simple – Starting with a Box
8 Materials One – Basic and Wireframe
9 Spheres and Cylinders
10 Materials Two – Lambert and Phong
11 Cones and Tori
12 Scene Hierarchy
13 Perspective Camera
14 Orthographic Camera
15 Dummy Cameras and Lerping
16 Complex Camera Paths
17 Ambient and Hemisphere Lighting
18 Directional and Point Lighting
19 Spot and RectArea Lighting
20 Adding Shadows to Your Scenes
21 Physically Correct Lighting
22 Online Sources of 3D Assets
23 Using Blender with THREE.js
24 The GLTFLoader Class
25 The FBXLoader Class
26 LatheGeometry and ExtrudeGeometry
27 The Basics of the Animation System
28 Skinned Meshes
29 Switching and Blending Animations
30 Splitting an Animation Clip
31 A WASD Control System for a Player Character
32 THREE.js Post Processing
33 Introducing GLSL – ShaderMaterial
34 Introducing GLSL – Vertex Shaders
35 Introducing GLSL – Importance of Noise Function
36 Introducing GLSL – Textures
Game Development Projects with Godot 3-September 21, 2019.zip
Game Development Projects with Godot 3-Video Tutorial-September 21, 2019-part3
September 21, 2019
Game Development Projects with Godot 3
English | MP4 | AVC 1920×1080 | AAC 48KHz 2ch | 3h 04m | 1.16 GB
eLearning | Skill level: All Levels
Learn how to create your own video games using Godot 3.x
Godot is a free open source game engine that provides a huge set of common tools. This course is an introduction to the Godot game engine and its newly released version: 3.1. Godot 3.1 brings a large number of new features and capabilities that make it a strong alternative to more expensive commercial game engines. Godot is a powerful, customizable tool for bringing your visions to life.
In this course, you will learn to build projects that will help developers achieve a sound understanding of the engine when it comes to building games. This course can help you build on your foundation level skills by showing you how to create a number of small-scale game projects. Along the way, you will learn how Godot works and discover important game development techniques that you can apply to your projects. You will learn to develop cross-platform games, leverage Godot’s node and scene system to design robust, reusable game objects and also integrate Blender easily and efficiently with Godot to create powerful 3D games. Using a straightforward, step-by-step approach and practical examples, the course will take you from the absolute basics through to sophisticated game physics, animations, and other techniques.
Upon completing the final project, you will have a strong foundation for future success with Godot 3.1.
Learn
Create a complete video game by making full use of the Godot Engine’s features and functionality
Order and arrange nodes in an efficient, well-reasoned and carefully structured way
Create a fully-functional TileMap with auto-tiling to easily create new levels for your video games
Design elegant systems for use with Singleton nodes, allowing you to efficiently handle resource loading and background music
Connect and elegantly handle signals between nodes, allowing you to easily communicate between nodes in Godot
Implement Physics Bodies to handle collision, and see how to use each type of PhysicsBody
Develop the design skillset to effectively polish and refine your video games
+ Table of Contents :
Building a Top-Down 2D Game Super Displacement
1 The Course Overview
2 Creating and Coding a Player Character
3 Adding Collision Using PhysicsBody Nodes
4 Adding a Movable Camera
5 Creating and Coding Your First Enemy
6 Dynamically Spawning Enemies
7 Adding an Objective
8 Using ConfigFiles to Implement High Scores
9 Adding a Lose Condition
10 Adding a Main Menu
Building a More In-Depth 2D Game The Floor Is Lava
11 Creating a Player Character Using the Physics Engine
12 Creating a Ball Entity Using the Physics Engine
13 Adding a Losing Condition
14 Counting Your Score
15 Tweaking the Game Feel
16 Implementing TileMaps
17 Dynamically Spawning Obstacles
Creating Pixel Checkers
18 Setting up the Game Board
19 Adding the Pieces
20 Using Signals to Create Turns
21 Using Signals to Destroy Other Pieces
22 Adding the Losing and Winning Conditions
23 Using Singletons to Add Background Music
Creating Tilt Maze
24 Creating a 3D Player Character
25 Creating a Camera Object
26 Importing 3D Models from Blender
27 Tilting the Maze
28 Adding an Environment
29 Adding a Win Condition
Game Development Projects with Godot 3-September 21, 2019.z02
Game Development Projects with Godot 3-Video Tutorial-September 21, 2019-part2
September 21, 2019
Game Development Projects with Godot 3
English | MP4 | AVC 1920×1080 | AAC 48KHz 2ch | 3h 04m | 1.16 GB
eLearning | Skill level: All Levels
Learn how to create your own video games using Godot 3.x
Godot is a free open source game engine that provides a huge set of common tools. This course is an introduction to the Godot game engine and its newly released version: 3.1. Godot 3.1 brings a large number of new features and capabilities that make it a strong alternative to more expensive commercial game engines. Godot is a powerful, customizable tool for bringing your visions to life.
In this course, you will learn to build projects that will help developers achieve a sound understanding of the engine when it comes to building games. This course can help you build on your foundation level skills by showing you how to create a number of small-scale game projects. Along the way, you will learn how Godot works and discover important game development techniques that you can apply to your projects. You will learn to develop cross-platform games, leverage Godot’s node and scene system to design robust, reusable game objects and also integrate Blender easily and efficiently with Godot to create powerful 3D games. Using a straightforward, step-by-step approach and practical examples, the course will take you from the absolute basics through to sophisticated game physics, animations, and other techniques.
Upon completing the final project, you will have a strong foundation for future success with Godot 3.1.
Learn
Create a complete video game by making full use of the Godot Engine’s features and functionality
Order and arrange nodes in an efficient, well-reasoned and carefully structured way
Create a fully-functional TileMap with auto-tiling to easily create new levels for your video games
Design elegant systems for use with Singleton nodes, allowing you to efficiently handle resource loading and background music
Connect and elegantly handle signals between nodes, allowing you to easily communicate between nodes in Godot
Implement Physics Bodies to handle collision, and see how to use each type of PhysicsBody
Develop the design skillset to effectively polish and refine your video games
+ Table of Contents :
Building a Top-Down 2D Game Super Displacement
1 The Course Overview
2 Creating and Coding a Player Character
3 Adding Collision Using PhysicsBody Nodes
4 Adding a Movable Camera
5 Creating and Coding Your First Enemy
6 Dynamically Spawning Enemies
7 Adding an Objective
8 Using ConfigFiles to Implement High Scores
9 Adding a Lose Condition
10 Adding a Main Menu
Building a More In-Depth 2D Game The Floor Is Lava
11 Creating a Player Character Using the Physics Engine
12 Creating a Ball Entity Using the Physics Engine
13 Adding a Losing Condition
14 Counting Your Score
15 Tweaking the Game Feel
16 Implementing TileMaps
17 Dynamically Spawning Obstacles
Creating Pixel Checkers
18 Setting up the Game Board
19 Adding the Pieces
20 Using Signals to Create Turns
21 Using Signals to Destroy Other Pieces
22 Adding the Losing and Winning Conditions
23 Using Singletons to Add Background Music
Creating Tilt Maze
24 Creating a 3D Player Character
25 Creating a Camera Object
26 Importing 3D Models from Blender
27 Tilting the Maze
28 Adding an Environment
29 Adding a Win Condition
GPU Pro 360 Guide to Shadows-Wolfgang Engel-2019.pdf
GPU Pro 360 Guide to Shadows-Wolfgang Engel-2019.pdf
September 26, 2019
Author: Wolfgang Engel
Pub Date: 2019
ISBN: 978-0815382478
Pages: 244
Language: English
Format: PDF
Size: 77 Mb
Wolfgang Engel’s GPU Pro 360 Guide to Shadows gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers various algorithms that are used to generate shadow data. This volume is complete with 15 articles by leading programmers that focus on achieving good visual results in rendering shadows. GPU Pro 360 Guide to Shadows is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise.
Key Features:
Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices
Covers specific challenges involved in creating games on various platforms
Explores the latest developments in rapidly evolving field of real-time rendering
Takes practical approach that helps graphics programmers solve their daily challenges
[视频教程][Eng]Game Development Projects with Godot 3-September 21, 2019.z01
Game Development Projects with Godot 3-Video Tutorial-September 21, 2019-part1
September 21, 2019
Game Development Projects with Godot 3
English | MP4 | AVC 1920×1080 | AAC 48KHz 2ch | 3h 04m | 1.16 GB
eLearning | Skill level: All Levels
Learn how to create your own video games using Godot 3.x
Go
Coding for Linux-Master Linux and expand your programming skills-2019 by James
Coding for Linux- Master Linux and expand your programming skills-September 1, 2019 by James Gale.pdf-全彩版
September 1, 2019 Linux
Author: James Gale
Pub Date: 2019
ISBN: n/a
Pages: 147
Language: English
Format: PDF
Size: 141 Mb
“That’s what makes Linux so good: you put in something and that effort multiplies. It’s a positive feedback cycle.”
– Linus Torvalds (developer of the Linux kernel)
Linux is everywhere. It powers the Internet as the main operating system behind the Web’s servers, it powers spacecraft, it’s the operating system for the Fastest supercomputers in the world and it’s used in smart TVs and mobile devices. Why? Because it’s ultra stable, lightning fast and completely free of charge. However, there’s more to Linux than simply being a Free to use operating system. Its unique configuration allows the user to customise and personalise the OS into any form they wish. A Linux user can change their OS look and feel From one day to the next, install thousands of Freely available apps and programs and take back control of their computer. Linux is about Freedom. Freedom From the walled-garden approach of other restrictive operating systems, freedom to choose what you want on your computer, Freedom to alter it and use it how you please. It’s a worldwide community of like-minded users, all striving to get the best development from this incredible OS.
With this book, you too can become a part of the open community of Linux users. The tutorials within these pages will help you get to grips with Linux, show you how it works, what you can do with it and how you can code with it to take your Linux experience to even greater heights.
Discover Linux. Discover freedom.
Learning C++ by Building Games with Unreal Engine 4-2nd-20190701.epub
Learning C++ by Building Games with Unreal Engine 4: A beginner’s guide to learning 3D game development with C++ and UE4, 2nd Edition by Sharan Volin--July 1, 2019
English | 2018 | ISBN: 1788476249 | 468 Pages | EPUB | 1117 MB
Create your own games using Unreal Engine 4 while learning the fundamentals of C++ programming
Learning to program in C++ requires some serious motivation. Unreal Engine 4 (UE4) is a powerful C++ engine with a range of features used to create exciting games by AAA studios, which makes it an engaging way to get started with exploring C++17.
This book starts by helping you install a code editor so you can begin to write C++17 code. You will then focus on C++ fundamentals such as variables, memory, conditional statements, and looping. Next, you will cover important programming constructs including functions, objects, classes, and inheritance. As you progress, you’ll delve into more advanced C++17 concepts, along with understanding the functionality of the UE4 engine. In the next few chapters, you will use the UE4 editor to create your own virtual world, and even program some seriously fun gameplay. After this, you’ll learn to build game features, along with using AI aspects such as pathfinding and behavior trees to build smart game entities. The concluding chapters will show you how to improve user interface (UI) feedback with Unreal Motion Graphics (UMG) and audio. In this new and updated edition, you’ll also get to grips with the latest VR and AR features available.
By the end of this book, you will have the skills you need to program effectively in C++17.
What you will learn
Learn the basics of C++ and understand basic UE4 editing
Work with the UE4 editor and study the basics of using C++ and Blueprints within the engine
Get up to speed with using basic C++ containers and data structures to store your game data
Create players, non-player characters (NPCs), and monsters
Give game information to users using the UE4 UMG UI system
Gain a basic understanding of how to use procedural programming to give your game more replay value
Discover how UE4 can help you build projects using the latest technologies, such as VR and AR
Learning C++ by Building Games with Unreal Engine 4-2nd-20190701.epub
Learning C++ by Building Games with Unreal Engine 4: A beginner’s guide to learning 3D game development with C++ and UE4, 2nd Edition by Sharan Volin--July 1, 2019
English | 2018 | ISBN: 1788476249 | 468 Pages | EPUB | 1117 MB
Create your own games using Unreal Engine 4 while learning the fundamentals of C++ programming
Learning to program in C++ requires some serious motivation. Unreal Engine 4 (UE4) is a powerful C++ engine with a range of features used to create exciting games by AAA studios, which makes it an engaging way to get started with exploring C++17.
This book starts by helping you install a code editor so you can begin to write C++17 code. You will then focus on C++ fundamentals such as variables, memory, conditional statements, and looping. Next, you will cover important programming constructs including functions, objects, classes, and inheritance. As you progress, you’ll delve into more advanced C++17 concepts, along with understanding the functionality of the UE4 engine. In the next few chapters, you will use the UE4 editor to create your own virtual world, and even program some seriously fun gameplay. After this, you’ll learn to build game features, along with using AI aspects such as pathfinding and behavior trees to build smart game entities. The concluding chapters will show you how to improve user interface (UI) feedback with Unreal Motion Graphics (UMG) and audio. In this new and updated edition, you’ll also get to grips with the latest VR and AR features available.
By the end of this book, you will have the skills you need to program effectively in C++17.
What you will learn
Learn the basics of C++ and understand basic UE4 editing
Work with the UE4 editor and study the basics of using C++ and Blueprints within the engine
Get up to speed with using basic C++ containers and data structures to store your game data
Create players, non-player characters (NPCs), and monsters
Give game information to users using the UE4 UMG UI system
Gain a basic understanding of how to use procedural programming to give your game more replay value
Discover how UE4 can help you build projects using the latest technologies, such as VR and AR
Hands-On Game Development without Coding: Create 2D and 3D games.epub
Hands-On Game Development without Coding: Create 2D and 3D games with Visual Scripting in Unity by Lucas Bertolini
English | 2018 | ISBN: 1789538335 | 430 Pages | EPUB | 102 MB
Develop your own games with Unity 2D/3D Game Kit and use it for your presentations, kids education, level design, game design, proofs of concept, or even just for fun!
Hands-On Game Development without Coding is the first Visual Scripting book in the market. It was tailor made for a non programing audience who are wondering how a videogame is made.
After reading this book you will be able to develop your own 2d and 3d videogames and use it on your presentations, to speed up your level design deliveries, test your game design ideas, work on your proofs of concept, or even doing it just for fun.
The best thing about Hands-On Game Development without Coding is that you don’t need any previous knowledge to read and understand the process of creating a videogame. It is our main focus to provide you with the opportunity to create a videogame as easy and fast as possible.
Once you go through the book, you will be able to create player input interaction, levels, object behaviours, enemy AI, creating your own UI and finally giving life to your game by building it.
It’s Alive!
What you will learn
Understanding the Interface and kit flow.
Comprehend the virtual space and its rules.
Learning the behaviours and roles each component must have in order to make a videogame.
Learn about videogame development
Creating a videogame without the need of learning any programming language
Create your own gameplay HUD to display player and Enemy information
Beginning iOS AR Game Development:Developing Augmented Reality Apps.epub
Beginning iOS AR Game Development:Developing Augmented Reality Apps with Unity and C# by Allan Fowler-November 24, 2018
Beginning iOS AR Game Development: Developing Augmented Reality Apps with Unity and C#
by Allan Fowler
Apress English 2018-11-19 244 pages
Details
Title: Beginning iOS AR Game Development: Developing Augmented Reality Apps with Unity and C#
Author: Allan Fowler
Length: 244 pages
Edition: 1st ed.
Language: English
Publisher: Apress
Publication Date: 2018-11-19
ISBN-10: 1484236173
ISBN-13: 9781484236178
Description
Create a fully featured application that’s both sophisticated and engaging. This book provides a detailed guide in developing augmented reality games that can take advantage of the advanced capabilities of new iOS devices and code while also offering compatibility with still supported legacy devices.
No programming experience is necessary as this book begins on the ground floor with basic programming concepts in Unity and builds to incorporating input from the real world to create interactive realities. You’ll learn to program with the Unity 2017 development platform using C#.
Recent announcements of increased AR capabilities on the latest iPhones and iPads show a clear dedication on Apple’s part to this emerging market of immersive games and apps. Unity 2017 is the latest version of this industry leading development platform and C# is a ubiquitous programming language perfect for any programmer to begin with.
Using the latest development technologies, Beginning iOS AR Game Development will show you how to program games that interact directly with the real world environment around the user for creative fantastic augmented reality experiences.
What You'll Learn
Download assets from the Unity store
Create a scene in Unity 2017
Use physics and controls on mobile devices
Who This Book Is For
Beginner programmers and/or people new to developing games using Unity. It also serves as a great introduction to developing AR games and educators teaching the subject at high school or higher levels.
Table of Contents
Chapter 1: Introduction
Chapter 2: Getting Started
Chapter 3: The Unity ARKit
Chapter 4: Hit Testing and Lighting
Chapter 5: Making AR Games
Chapter 6: Introducing Touch
Chapter 7: Adding Plane Detection and Point Clouds
Chapter 8: Final Steps
Complete Virtual Reality and Augmented Reality Development with Unity-2019.epub
Complete Virtual Reality and Augmented Reality Development with Unity
by Jesse Glover Jonathan Linowes
Packt Publishing English 2019-04-17 668 pages
Details
Title: Complete Virtual Reality and Augmented Reality Development with Unity
Author: Jesse Glover, Jonathan Linowes
Length: 668 pages
Edition: 1
Language: English
Publisher: Packt Publishing
Publication Date: 2019-04-17
ISBN-10: 1838648186
ISBN-13: 9781838648183
Sales Rank: #218169 (See Top 100 Books)
Categories
Computers & Technology
Games & Strategy Guides
Programming
Programming Languages
Description
Get close and comfortable with Unity and build applications that run on HoloLens, Daydream, and Oculus Rift
Key Features
Build fun augmented reality applications using ARKit, ARCore, and Vuforia
Explore virtual reality by developing more than 10 engaging projects
Learn how to integrate AR and VR concepts together in a single application
Book Description
Unity is the leading platform to develop mixed reality experiences because it provides a great pipeline for working with 3D assets.
Using a practical and project-based approach, this Learning Path educates you about the specifics of AR and VR development using Unity 2018 and Unity 3D. You'll learn to integrate, animate, and overlay 3D objects on your camera feed, before moving on to implement sensor-based AR applications. You'll explore various concepts by creating an AR application using Vuforia for both macOS and Windows for Android and iOS devices. Next, you'll learn how to develop VR applications that can be experienced with devices, such as Oculus and Vive. You'll also explore various tools for VR development: gaze-based versus hand controller input, world space UI canvases, locomotion and teleportation, timeline animation, and multiplayer networking.
You'll learn the Unity 3D game engine via the interactive Unity Editor and C# programming.
By the end of this Learning Path, you'll be fully equipped to develop rich, interactive mixed reality experiences using Unity.
This Learning Path includes content from the following Packt products:
Unity Virtual Reality Projects - Second Edition by Jonathan Linowes
Unity 2018 Augmented Reality Projects by Jesse Glover
What you will learn
Create 3D scenes to learn about world space and scale
Move around your scenes using locomotion and teleportation
Create filters or overlays that work with facial recognition software
Interact with virtual objects using eye gaze, hand controllers, and user input events
Design and build a VR storytelling animation with a soundtrack and timelines
Create social VR experiences with Unity networking
Who this book is for
If you are a game developer familiar with 3D computer graphics and interested in building your own AR and VR games or applications, then this Learning Path is for you. Any prior experience in Unity and C# will be an advantage. In all, this course teaches you the tools and techniques to develop engaging mixed reality applications.
Table of Contents
Virtually Everything for Everyone
Content, Objects, and Scale
VR Build and Run
Gaze-Based Control
Handy Interactables
World Space UI
Locomotion and Comfort
Playing with Physics and Fire
Animation and VR Storytelling
What AR is and How to Get Set up
GIS Fundamentals - The Power of Mapping
Censored - Various Sensor Data and Plugins
The Sound of Flowery Prose
Picture Puzzle - The AR Experience
Fitness for Fun - Tourism and Random Walking
Snap it! Adding Filters to Pictures
To the HoloLens and Beyond
Virtual & Augmented Reality For Dummies by Paul Mealy-2018.pdf
Virtual & Augmented Reality For Dummies
by Paul Mealy
For Dummies English 2018-07-11 352 pages
4.0/5.0 2 reviews
Details
Title: Virtual & Augmented Reality For Dummies
Author: Paul Mealy
Length: 352 pages
Edition: 1
Language: English
Publisher: For Dummies
Publication Date: 2018-07-11
ISBN-10: 1119481341
ISBN-13: 9781119481348
Sales Rank: #893876 (See Top 100 Books)
Categories
Computers & Technology
Games & Strategy Guides
Textbooks
Computer Science
Description
An easy-to-understand primer on Virtual Reality and Augmented Reality
Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. If you want to get in on the action, this book helps you understand what these technologies are, their history, how they’re being used, and how they’ll affect consumers both personally and professionally in the very near future.
With VR and AR poised to become mainstream within the next few years, an accessible book to bring users up to speed on the subject is sorely needed—and that’s where this handy reference comes in! Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird’s eye view of what you can expect as they continue to take the world by storm.
Keeps you up-to-date on the pulse of this fast-changing technology
Explores the many ways AR/VR are being used in fields such as healthcare, education, and entertainment
Includes interviews with designers, developers, and technologists currently working in the fields of VR and AR
Perfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies.
Table of Contents
Part 1: Getting Started with Virtual and Augmented Reality
Chapter 1: Defining Virtual and Augmented Reality
Chapter 2: Exploring the Current State of Virtual Reality
Chapter 3: Exploring the Current State of Augmented Reality
Part 2: Consuming Content in Virtual and Augmented Reality
Chapter 4: Consuming Content in Vir tual Reality
Chapter 5: Consuming Content in Augmented Reality
Part 3: Creating Content in Virtual and Augmented Reality
Chapter 6: Evaluating Your Project
Chapter 7: Planning Your Virtual Reality Project
Chapter 8: Planning Your Augmented Reality Project
Chapter 9: Creating Content for Virtual and Augmented Reality
Part 4: Virtual and Augmented Reality in the Wild
Chapter 10: Exploring Virtual Reality Use Cases
Chapter 11: Exploring Augmented Reality Use Cases
Part 5: The Future of Virtual and Augmented Reality
Chapter 12: Assessing the Future of Virtual Reality
Chapter 13: Assessing the Future of Augmented Reality
Part 6: The Part of Tens
Chapter 14: Ten Questions about Virtual and Augmented Reality
Chapter 15: Ten Industries That Will Be Transformed by Virtual and Augmented Reality
Chapter 16: Ten (Or So) Mobile Apps for Experiencing Augmented Reality Today
Virtual & Augmented Reality For Dummies by Paul Mealy-2018.epub
Virtual & Augmented Reality For Dummies
by Paul Mealy
For Dummies English 2018-07-11 352 pages
4.0/5.0 2 reviews
Details
Title: Virtual & Augmented Reality For Dummies
Author: Paul Mealy
Length: 352 pages
Edition: 1
Language: English
Publisher: For Dummies
Publication Date: 2018-07-11
ISBN-10: 1119481341
ISBN-13: 9781119481348
Sales Rank: #893876 (See Top 100 Books)
Categories
Computers & Technology
Games & Strategy Guides
Textbooks
Computer Science
Description
An easy-to-understand primer on Virtual Reality and Augmented Reality
Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. If you want to get in on the action, this book helps you understand what these technologies are, their history, how they’re being used, and how they’ll affect consumers both personally and professionally in the very near future.
With VR and AR poised to become mainstream within the next few years, an accessible book to bring users up to speed on the subject is sorely needed—and that’s where this handy reference comes in! Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird’s eye view of what you can expect as they continue to take the world by storm.
Keeps you up-to-date on the pulse of this fast-changing technology
Explores the many ways AR/VR are being used in fields such as healthcare, education, and entertainment
Includes interviews with designers, developers, and technologists currently working in the fields of VR and AR
Perfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies.
Table of Contents
Part 1: Getting Started with Virtual and Augmented Reality
Chapter 1: Defining Virtual and Augmented Reality
Chapter 2: Exploring the Current State of Virtual Reality
Chapter 3: Exploring the Current State of Augmented Reality
Part 2: Consuming Content in Virtual and Augmented Reality
Chapter 4: Consuming Content in Vir tual Reality
Chapter 5: Consuming Content in Augmented Reality
Part 3: Creating Content in Virtual and Augmented Reality
Chapter 6: Evaluating Your Project
Chapter 7: Planning Your Virtual Reality Project
Chapter 8: Planning Your Augmented Reality Project
Chapter 9: Creating Content for Virtual and Augmented Reality
Part 4: Virtual and Augmented Reality in the Wild
Chapter 10: Exploring Virtual Reality Use Cases
Chapter 11: Exploring Augmented Reality Use Cases
Part 5: The Future of Virtual and Augmented Reality
Chapter 12: Assessing the Future of Virtual Reality
Chapter 13: Assessing the Future of Augmented Reality
Part 6: The Part of Tens
Chapter 14: Ten Questions about Virtual and Augmented Reality
Chapter 15: Ten Industries That Will Be Transformed by Virtual and Augmented Reality
Chapter 16: Ten (Or So) Mobile Apps for Experiencing Augmented Reality Today
Hands-On Game Development with WebAssembly Learn WebAssembly C++.epub
Hands-On Game Development with WebAssembly
by Rick Battagline
Packt Publishing English 2019-05-31 596 pages
5.0/5.0 1 reviews
Details
Title: Hands-On Game Development with WebAssembly
Author: Rick Battagline
Length: 596 pages
Edition: 1
Language: English
Publisher: Packt Publishing
Publication Date: 2019-05-31
ISBN-10: 1838644652
ISBN-13: 9781838644659
Sales Rank: #1428959 (See Top 100 Books)
Categories
Computers & Technology
Digital Audio, Video & Photography
Programming
Description
Make your WebAssembly journey fun while making a game with it
Key Features
Create a WebAssembly game that implements sprites, animations, physics, particle systems, and other game development fundamentals
Get to grips with advanced game mechanics in WebAssembly
Learn to use WebAssembly and WebGL to render to the HTML5 canvas element
Book Description
Within the next few years, WebAssembly will change the web as we know it. It promises a world where you can write an application for the web in any language, and compile it for native platforms as well as the web.
This book is designed to introduce web developers and game developers to the world of WebAssembly by walking through the development of a retro arcade game. You will learn how to build a WebAssembly application using C++, Emscripten, JavaScript, WebGL, SDL, and HTML5.
This book covers a lot of ground in both game development and web application development. When creating a game or application that targets WebAssembly, developers need to learn a plethora of skills and tools. This book is a sample platter of those tools and skills. It covers topics including Emscripten, C/C++, WebGL, OpenGL, JavaScript, HTML5, and CSS. The reader will also learn basic techniques for game development, including 2D sprite animation, particle systems, 2D camera design, sound effects, 2D game physics, user interface design, shaders, debugging, and optimization. By the end of the book, you will be able to create simple web games and web applications targeting WebAssembly.
What you will learn
Build web applications with near-native performance using WebAssembly
Become familiar with how web applications can be used to create games using HTML5 Canvas, WebGL, and SDL
Become well versed with game development concepts such as sprites, animation, particle systems, AI, physics, camera design, sound effects, and shaders
Deploy C/C++ applications to the browser using WebAssembly and Emscripten
Understand how Emscripten HTML shell templates, JavaScript glue code, and a WebAssembly module interact
Debug and performance tune your WebAssembly application
Who this book is for
Web developers and game developers interested in creating applications for the web using WebAssembly.
Game developers interested in deploying their games to the web
Web developers interested in creating applications that are potentially orders of magnitude faster than their existing JavaScript web apps
C/C++ developers interested in using their existing skills to deploy applications to the web
Table of Contents
Introduction to WebAssembly and Emscripten
HTML5 and WebAssembly
Introduction to WebGL
Sprite Animations in WebAssembly with SDL
Keyboard Input
Game Objects and the Game Loop
Collision Detection
Basic Particle System
Improved Particle Systems
AI and Steering Behaviors
Designing a 2D Camera
Sound FX
Game Physics
UI and Mouse Input
Shaders and 2D Lighting
Debugging and Optimization
Swift 5 for Absolute Beginners:Learn to Develop Apps for iOS, 5th Edition-epub
Swift 5 for Absolute Beginners: Learn to Develop Apps for iOS, 5th Edition by Stefan Kaczmarek
English | 2019 | ISBN: 1484248676 | 360 Pages | True PDF
Stay motivated and overcome obstacles while learning to use Swift Playgrounds and Xcode 10.2 to become a great iOS developer. This book, fully updated for Swift 5, is perfect for those with no programming background, those with some programming experience but no object-oriented experience, or those that have a great idea for an app but haven’t programmed since school.
Many people have a difficult time believing they can learn to write iOS apps. Swift 5 for Absolute Beginners will show you how to do so. You’ll learn Object-Oriented Programming (OOP) and be introduced to User Interface (UI) design following Apple’s Human Interface Guidelines (HIG) using storyboards and the Model-View-Controller (MVC) pattern before moving on to write your own iPhone and Apple Watch apps from scratch.
What You’ll Learn
Work with Swift classes, properties, and functions
Examine proper User Interface (UI) and User Experience (UX) design
Understand Swift data types: integers, floats, strings, and booleans
Use Swift data collections: arrays and dictionaries
Review Boolean logic, comparing data, and flow control
Use the Xcode debugger to troubleshoot problems with your apps
Store data in local app preferences and Core Data databases
Pearson-Digital Image Processing, 4th.Edition-2018.pdf
Details
Title: Digital Image Processing, 4th Edition
Author: Rafael C. Gonzalez, Richard E. Woods
Length: 1192 pages
Edition: 4
Language: English
Publisher: Pearson
Publication Date: 2017-03-30
ISBN-10: 0133356728
ISBN-13: 9780133356724
Sales Rank: #680902 (See Top 100 Books)
Categories
Computers & Technology
Engineering & Transportation
Engineering
Textbooks
Description
Introduce your students to image processing with the industry’s most prized text
For 40 years, Image Processing has been the foundational text for the study of digital image processing. The book is suited for students at the college senior and first-year graduate level with prior background in mathematical analysis, vectors, matrices, probability, statistics, linear systems, and computer programming. As in all earlier editions, the focus of this edition of the book is on fundamentals.
The 4th Edition, which celebrates the book’s 40th anniversary, is based on an extensive survey of faculty, students, and independent readers in 150 institutions from 30 countries. Their feedback led to expanded or new coverage of topics such as deep learning and deep neural networks, including convolutional neural nets, the scale-invariant feature transform (SIFT), maximally-stable extremal regions (MSERs), graph cuts, k-means clustering and superpixels, active contours (snakes and level sets), and exact histogram matching. ?Major improvements were made in reorganizing the material on image transforms into a more cohesive presentation, and in the discussion of spatial kernels and spatial filtering. ?Major revisions and additions were made to examples and homework exercises throughout the book. For the first time, we added MATLAB projects at the end of every chapter, and compiled support packages for you and your teacher containing, solutions, image databases, and sample code.
The support materials for this title can be found at www.ImageProcessingPlace.com
Getting started with WebAssembly & Emscripten-March 5, 2019.zip-共3分卷
Getting started with WebAssembly & Emscripten
March 5, 2019
Video
Getting started with WebAssembly & Emscripten
English | MP4 | AVC 1280×720 | AAC 44KHz 2ch | 2.5 Hours | 687 MB
A complete guide for learning the WebAssembly JavaScript API and Emscripten toolset.
Learn to create and use WebAssembly Modules from scratch using Emscripten.
Bring your skills up to date with the very latest technology in Web Development.
This course is suitable for both beginners and experienced developers looking to get started with WebAssembly.
Understand what WebAssembly is and how it speeds up the web
Use native JavaScript APIs to load and run WebAssembly modules
Learn to use Emscripten and compile your own C or C++ code as a WebAssembly module
Use WebAssembly in a real-world project and micro benchmark
An invaluable skill for any developer looking to future-proof their skills
WebAssembly is the most promising new technology for the web, allowing browsers, and other JavaScript environments, to run blazing-fast raw binary modules, compiled directly from C, C++ and many other languages.
Understanding WebAssembly is an invaluable skill for anyone working with JavaScript or compiled languages, allowing you to bridge the gap between native software development and web-based JavaScript.
This course will provide a very practical and concise approach to learning WebAssembly & Emscripten, and will give you a solid base to immediately start creating and implementing fast, optimised WebAssembly modules.
Content and Overview
This course aims to teach a solid foundational understanding of what WebAssembly is, and why it’s so powerful.
Section one starts with an overview of WebAssembly and a detailed setup lesson to help you follow along every step of the way.
Section two covers the native JavaScript browser API for loading and running WebAssembly modules. This section also includes importing and exporting functions to and from a WebAssembly module, and shows how to access WebAssemb