Author: Ltd Publications International
Publisher: PIL Kids
ISBN: 9781680223149
Category : Games & Activities
Languages : en
Pages : 160
Book Description
90 Giant dot-to-dot puzzles perfect for adults. Single-page puzzles contain at least 500 dots. Two-page puzzles have over 1,000 dots. A wide variety of images keeps puzzlers guessing as they join dots. Animals, action and still life scenes, architecture, and everyday objects. Finished puzzles reveal line art perfect for coloring in. Answer key at back of book shows what completed puzzles look like.
Brain Games Extreme Dot to Dot
Author: Ltd Publications International
Publisher: PIL Kids
ISBN: 9781680223149
Category : Games & Activities
Languages : en
Pages : 160
Book Description
90 Giant dot-to-dot puzzles perfect for adults. Single-page puzzles contain at least 500 dots. Two-page puzzles have over 1,000 dots. A wide variety of images keeps puzzlers guessing as they join dots. Animals, action and still life scenes, architecture, and everyday objects. Finished puzzles reveal line art perfect for coloring in. Answer key at back of book shows what completed puzzles look like.
Publisher: PIL Kids
ISBN: 9781680223149
Category : Games & Activities
Languages : en
Pages : 160
Book Description
90 Giant dot-to-dot puzzles perfect for adults. Single-page puzzles contain at least 500 dots. Two-page puzzles have over 1,000 dots. A wide variety of images keeps puzzlers guessing as they join dots. Animals, action and still life scenes, architecture, and everyday objects. Finished puzzles reveal line art perfect for coloring in. Answer key at back of book shows what completed puzzles look like.
Mncrft Brain Games PB
Author: Mojang Ab
Publisher:
ISBN: 9780008680589
Category : Juvenile Nonfiction
Languages : en
Pages : 0
Book Description
Publisher:
ISBN: 9780008680589
Category : Juvenile Nonfiction
Languages : en
Pages : 0
Book Description
Cowboy and Birdbrain
Author:
Publisher:
ISBN: 9781760661588
Category :
Languages : en
Pages :
Book Description
Cowboy and Birdbrain are best friends who work for I.F.F.Y. delivery company, a company that do the riskiest, zaniest, most bizarre deliveries ever. They're known for their F.A.R.T.S. (Fast and Reliable Tracking Service). Cowboy is the brains of the operation, and Birdbrain - well, he is a brain but he's just not brain-y if you get the drift... Anyway, this dubious duo are not the best or even second-best deliverers at IFFY DELIVERIES. They're the WORST. But they're also the funniest! Join Cowboy and Birdbrain on their WACKY adventure, when their boss gives them the following job: URGENT DELIVERY! To: Ship in the Middle of the Ocean. WARNING: Do not get package wet!
Publisher:
ISBN: 9781760661588
Category :
Languages : en
Pages :
Book Description
Cowboy and Birdbrain are best friends who work for I.F.F.Y. delivery company, a company that do the riskiest, zaniest, most bizarre deliveries ever. They're known for their F.A.R.T.S. (Fast and Reliable Tracking Service). Cowboy is the brains of the operation, and Birdbrain - well, he is a brain but he's just not brain-y if you get the drift... Anyway, this dubious duo are not the best or even second-best deliverers at IFFY DELIVERIES. They're the WORST. But they're also the funniest! Join Cowboy and Birdbrain on their WACKY adventure, when their boss gives them the following job: URGENT DELIVERY! To: Ship in the Middle of the Ocean. WARNING: Do not get package wet!
Game Engine Architecture
Author: Jason Gregory
Publisher: CRC Press
ISBN: 135160564X
Category : Computers
Languages : en
Pages : 1042
Book Description
Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.
Publisher: CRC Press
ISBN: 135160564X
Category : Computers
Languages : en
Pages : 1042
Book Description
Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.
Brain Games: Dot to Dot
Author: Editors of Publications
Publisher:
ISBN: 9781450875752
Category :
Languages : en
Pages : 160
Book Description
Adults just want to have fun (and they will)! These are definitely not your kids' dot-to-dot puzzles. With over 120 perplexing puzzles, this book will challenge and entertain readers while they generate one complex illustration after another. Adults will enjoy moving from one dot to the next to create amazingly detailed images. This puzzle format rises to a whole new level with themes from food to transportation, sports to travel, hobbies to science and nature, and much more. The 160-page, spiral-bound book lies flat to make it easier to draw. Feeling especially creative? Color and shading can be added to enhance the final effect. Solutions are provided.
Publisher:
ISBN: 9781450875752
Category :
Languages : en
Pages : 160
Book Description
Adults just want to have fun (and they will)! These are definitely not your kids' dot-to-dot puzzles. With over 120 perplexing puzzles, this book will challenge and entertain readers while they generate one complex illustration after another. Adults will enjoy moving from one dot to the next to create amazingly detailed images. This puzzle format rises to a whole new level with themes from food to transportation, sports to travel, hobbies to science and nature, and much more. The 160-page, spiral-bound book lies flat to make it easier to draw. Feeling especially creative? Color and shading can be added to enhance the final effect. Solutions are provided.
Video Games
Author: Andy Bossom
Publisher: Bloomsbury Publishing
ISBN: 1474255426
Category : Computers
Languages : en
Pages : 209
Book Description
A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights into the creative processes involved in making games, the global business behind the big budget productions, console and online markets, as well as web and app gaming. With 19 interviews exploring the diversity of roles and different perspectives on the game industry you'll enjoy learning from a range of international practitioners.
Publisher: Bloomsbury Publishing
ISBN: 1474255426
Category : Computers
Languages : en
Pages : 209
Book Description
A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights into the creative processes involved in making games, the global business behind the big budget productions, console and online markets, as well as web and app gaming. With 19 interviews exploring the diversity of roles and different perspectives on the game industry you'll enjoy learning from a range of international practitioners.
Playing to Win
Author: David Sirlin
Publisher: Lulu.com
ISBN: 1411666798
Category : Games & Activities
Languages : en
Pages : 144
Book Description
Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.
Publisher: Lulu.com
ISBN: 1411666798
Category : Games & Activities
Languages : en
Pages : 144
Book Description
Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.
Interdisciplinary Design of Game-based Learning Platforms
Author: Fengfeng Ke
Publisher: Springer
ISBN: 3030043398
Category : Education
Languages : en
Pages : 161
Book Description
This book represents a four-year research and development project. It presents a phenomenological examination and explanation of a functional design framework for games in education. It furnishes a rich description of the experiences and perceptions of performing interdisciplinary collaborative design among experts of very diverse fields, such as learning systems design, architectural design, assessment design, mathematics education, and scientific computing.
Publisher: Springer
ISBN: 3030043398
Category : Education
Languages : en
Pages : 161
Book Description
This book represents a four-year research and development project. It presents a phenomenological examination and explanation of a functional design framework for games in education. It furnishes a rich description of the experiences and perceptions of performing interdisciplinary collaborative design among experts of very diverse fields, such as learning systems design, architectural design, assessment design, mathematics education, and scientific computing.
Understanding Game-based Approaches for Improving Sustainable Water Governance
Author: Wietske Medema
Publisher: MDPI
ISBN: 3039287621
Category : Science
Languages : en
Pages : 272
Book Description
The sustainable governance of water resources relies on processes of multi-stakeholder collaborations and interactions that facilitate knowledge co-creation and social learning. Governance systems are often fragmented, forming a barrier to adequately addressing the myriad of challenges affecting water resources, including climate change, increased urbanized populations, and pollution. Transitions towards sustainable water governance will likely require innovative learning partnerships between public, private, and civil society stakeholders. It is essential that such partnerships involve vertical and horizontal communication of ideas and knowledge, and an enabling and democratic environment characterized by informal and open discourse. There is increasing interest in learning-based transitions. Thus far, much scholarly thinking and, to a lesser degree, empirical research has gone into understanding the potential impact of social learning on multi-stakeholder settings. The question of whether such learning can be supported by forms of serious gaming has hardly been asked. This Special Issue critically explores the potential of serious games to support multi-stakeholder social learning and collaborations in the context of water governance. Serious games may involve simulations of real-world events and processes and are challenge players to solve contemporary societal problems; they, therefore, have a purpose beyond entertainment. They offer a largely untapped potential to support social learning and collaboration by facilitating access to and the exchange of knowledge and information, enhancing stakeholder interactions, empowering a wider audience to participate in decision making, and providing opportunities to test and analyze the outcomes of policies and management solutions. Little is known about how game-based approaches can be used in the context of collaborative water governance to maximize their potential for social learning. While several studies have reported examples of serious games, there is comparably less research about how to assess the impacts of serious games on social learning and transformative change.
Publisher: MDPI
ISBN: 3039287621
Category : Science
Languages : en
Pages : 272
Book Description
The sustainable governance of water resources relies on processes of multi-stakeholder collaborations and interactions that facilitate knowledge co-creation and social learning. Governance systems are often fragmented, forming a barrier to adequately addressing the myriad of challenges affecting water resources, including climate change, increased urbanized populations, and pollution. Transitions towards sustainable water governance will likely require innovative learning partnerships between public, private, and civil society stakeholders. It is essential that such partnerships involve vertical and horizontal communication of ideas and knowledge, and an enabling and democratic environment characterized by informal and open discourse. There is increasing interest in learning-based transitions. Thus far, much scholarly thinking and, to a lesser degree, empirical research has gone into understanding the potential impact of social learning on multi-stakeholder settings. The question of whether such learning can be supported by forms of serious gaming has hardly been asked. This Special Issue critically explores the potential of serious games to support multi-stakeholder social learning and collaborations in the context of water governance. Serious games may involve simulations of real-world events and processes and are challenge players to solve contemporary societal problems; they, therefore, have a purpose beyond entertainment. They offer a largely untapped potential to support social learning and collaboration by facilitating access to and the exchange of knowledge and information, enhancing stakeholder interactions, empowering a wider audience to participate in decision making, and providing opportunities to test and analyze the outcomes of policies and management solutions. Little is known about how game-based approaches can be used in the context of collaborative water governance to maximize their potential for social learning. While several studies have reported examples of serious games, there is comparably less research about how to assess the impacts of serious games on social learning and transformative change.
The Redemption of Time
Author: Baoshu
Publisher: Tor Books
ISBN: 1250306019
Category : Fiction
Languages : en
Pages : 253
Book Description
Set in the universe of the New York Times bestselling Three-Body Problem trilogy, The Redemption of Time continues Cixin Liu’s multi-award-winning science fiction saga. This original story by Baoshu—published with Liu’s support—envisions the aftermath of the conflict between humanity and the extraterrestrial Trisolarans. In the midst of an interstellar war, Yun Tianming found himself on the front lines. Riddled with cancer, he chose to end his life, only to find himself flash frozen and launched into space where the Trisolaran First Fleet awaited. Captured and tortured beyond endurance for decades, Yun eventually succumbed to helping the aliens subjugate humanity in order to save Earth from complete destruction. Granted a healthy clone body by the Trisolarans, Yun has spent his very long life in exile as a traitor to the human race. Nearing the end of his existence at last, he suddenly receives another reprieve—and another regeneration. A consciousness calling itself The Spirit has recruited him to wage battle against an entity that threatens the existence of the entire universe. But Yun refuses to be a pawn again and makes his own plans to save humanity’s future... At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Publisher: Tor Books
ISBN: 1250306019
Category : Fiction
Languages : en
Pages : 253
Book Description
Set in the universe of the New York Times bestselling Three-Body Problem trilogy, The Redemption of Time continues Cixin Liu’s multi-award-winning science fiction saga. This original story by Baoshu—published with Liu’s support—envisions the aftermath of the conflict between humanity and the extraterrestrial Trisolarans. In the midst of an interstellar war, Yun Tianming found himself on the front lines. Riddled with cancer, he chose to end his life, only to find himself flash frozen and launched into space where the Trisolaran First Fleet awaited. Captured and tortured beyond endurance for decades, Yun eventually succumbed to helping the aliens subjugate humanity in order to save Earth from complete destruction. Granted a healthy clone body by the Trisolarans, Yun has spent his very long life in exile as a traitor to the human race. Nearing the end of his existence at last, he suddenly receives another reprieve—and another regeneration. A consciousness calling itself The Spirit has recruited him to wage battle against an entity that threatens the existence of the entire universe. But Yun refuses to be a pawn again and makes his own plans to save humanity’s future... At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.