Gry
Stephen Walz, Tony Sabat
Autodesk Civil 3D 2025 Unleashed is a comprehensive guide that equips civil engineers and designers with advanced skills to unlock new levels of efficiency in their projects and careers. Divided into four parts, this book addresses different aspects of Civil 3D capabilities and extensions. Starting with elevating Civil 3D designs using Building Information Modeling (BIM) principles, you’ll develop a strong foundation in BIM and its integration into civil engineering projects. By focusing on design customization with Civil 3D extensions, this book will empower you to harness reality capture technologies, optimize grading designs, and explore content catalog customization. You'll delve into information management and automation with Civil 3D, covering property sets, Project Explorer, and workflow automation using tools like Dynamo for Civil 3D (D4C3D) and scripting. The book will also demonstrate how to prepare BIM designs within Civil 3D for a multitude of downstream uses. Finally, you’ll discover how to extend infrastructure designs beyond Civil 3D and integrate them into the BIM process with Navisworks and InfraWorks for better project collaboration and visualization. By the end of this book, you’ll be able to prepare and use BIM designs within Civil 3D and several other products for easier project creation and management.
Stephen Walz, Tony Sabat
With engineering projects getting bigger, deadlines getting tighter, and greater demands for precision, you need tools that do more and work smarter. Autodesk Civil 3D 2026 rises to the challenge, delivering powerful new capabilities for high-precision design modeling and streamlined collaboration. In this second edition, Stephen Walz and Tony Sabat, leaders in digital design and innovation in civil infrastructure, walk you through Civil 3D’s cutting-edge features, such as pressure layout improvements, dynamic corridor targeting, and performance enhancements for surface modeling and grading. It’s not just about learning new features; you’ll be able to integrate these new toolsets into real-world workflows, develop standards, and collaborate effectively within distributed teams. From surface development and intelligent utility design to smart document creation, this book explores practical and automated applications of tools and modeling techniques that you’ll use every day. Whether you work independently or are part of a large design team, you’ll walk away knowing how to configure, manage, and deliver projects with Civil 3D 2026 while improving your entire project pipeline.*Email sign-up and proof of purchase required
Autodesk Revit 2025 Architecture. Mastering Revit Techniques for Efficient Architectural Design
Mercury Learning and Information, Munir Hamad
This book is a complete guide to mastering Autodesk Revit 2025, starting with the basics and progressively covering advanced architectural design techniques. It begins by introducing the Revit interface, navigation tools, and essential concepts like CAD vs. BIM, ensuring a solid foundation for beginners.Readers will then learn to create and modify architectural elements, such as walls, doors, windows, and roofs while exploring detailed workflows for project setup, annotation, and documentation. Each chapter includes hands-on exercises and practical examples to reinforce learning and improve proficiency with Revit’s powerful tools.The final sections delve into advanced topics like creating families, managing work sets, and using project phasing and design options. By the end of the book, readers will have gained the expertise to use Revit effectively in real-world architectural projects, making it an essential resource for both novice and experienced users.
Autodesk(R) Revit(R) 2024 Architecture. Mastering Building Design with BIM
Mercury Learning and Information, Munir Hamad
This book covers all major techniques in Revit 2024 Architecture using both metric and imperial units. It details the myriad drawing and editing tools and includes over 50 mini-workshops that guide users from concept to plotting. By solving these workshops, readers will master Revit Architecture, covering all basic commands and functions. Companion files with templates and models are available for practical application.The course begins with an introduction to Revit 2024, followed by detailed chapters on drawing, modifying, project preparation, and wall construction. Subsequent chapters cover doors, windows, curtain walls, floors, roofs, components, and ceilings. Users will also learn about creating stairs, ramps, railings, views, annotations, legends, and visualization.Further, the book delves into schedules, project phasing, design options, topography, rooms, tagging, detailing, groups, file import/export, mass creation, and customizing elements. It concludes with chapters on creating and customizing families, and managing worksets and shared views, ensuring comprehensive knowledge and skills in Revit 2024 Architecture.
Become a Unity Shaders Guru. Create advanced game visuals using code and graphs in Unity 2022
Mina Pecheux
Do you really know all the ins-and-outs of Unity shaders? It’s time to step up your Unity game and dive into the new URP render pipeline, the Shader Graph tool, and advanced shading techniques to bring out the beauty of your 2D/3D game projects!Become a Unity Shaders Guru is here to help you transition from the built-in render pipeline to the SRP pipelines and learn the latest shading tools. With it, you’ll dive deeper into Unity shaders by understanding the essential concepts through practical examples. First, you’ll discover how to create a simple shading model in the Unity built-in render pipeline, and then in the Unity URP render pipeline and Shader Graph while learning about the practical applications of both. You’ll explore common game shader techniques, ranging from interior mapping to adding neon outlines on a sprite or simulating the wobble of a fish. You’ll also learn about alternative rendering techniques, like Ray Marching.By the end of this book, you’ll have learned to create a wide variety of 2D and 3D shaders with Unity’s URP pipeline (both in HLSL code and with the Shader Graph tool), and be well-versed with some optimization tricks to make your games friendly for low-tier devices as well.
Beginning C++ Game Programming. Learn C++ from scratch by building fun games - Third Edition
John Horton
Always dreamed of creating your own games? With the third edition of Beginning C++ Game Programming, you can turn that dream into reality! This beginner-friendly guide is updated and improved to include the latest features of VS 2022, SFML, and modern C++20 programming techniques. You'll get a fun introduction to game programming by building four fully playable games of increasing complexity. You'll build clones of popular games such as Timberman, Pong, a Zombie survival shooter, and an endless runner.The book starts by covering the basics of programming. You'll study key C++ topics, such as object-oriented programming (OOP) and C++ pointers and get acquainted with the Standard Template Library (STL). The book helps you learn about collision detection techniques and game physics by building a Pong game. As you build games, you'll also learn exciting game programming concepts such as vertex arrays, directional sound (spatialization), OpenGL programmable shaders, spawning objects, and much more. You’ll dive deep into game mechanics and implement input handling, levelling up a character, and simple enemy AI. Finally, you'll explore game design patterns to enhance your C++ game programming skills.By the end of the book, you'll have gained the knowledge you need to build your own games with exciting features from scratch.
Beginning C++ Game Programming. Learn to program with C++ by building fun games - Second Edition
John Horton
The second edition of Beginning C++ Game Programming is updated and improved to include the latest features of Visual Studio 2019, SFML, and modern C++ programming techniques. With this book, you’ll get a fun introduction to game programming by building five fully playable games of increasing complexity. You’ll learn to build clones of popular games such as Timberman, Pong, a Zombie survival shooter, a coop puzzle platformer and Space Invaders.The book starts by covering the basics of programming. You’ll study key C++ topics, such as object-oriented programming (OOP) and C++ pointers, and get acquainted with the Standard Template Library (STL). The book helps you learn about collision detection techniques and game physics by building a Pong game. As you build games, you’ll also learn exciting game programming concepts such as particle effects, directional sound (spatialization), OpenGL programmable shaders, spawning objects, and much more. Finally, you’ll explore game design patterns to enhance your C++ game programming skills.By the end of the book, you’ll have gained the knowledge you need to build your own games with exciting features from scratch.
Biblioteki cyfrowe: tworzenie, zarządzanie, odbiór
Barbara Maria Morawiec
Postaw na nowe technologie — sprawdź, jak powinna działać nowoczesna biblioteka! Od wielu lat zarówno poważne ośrodki naukowe, jak i media zajmujące się badaniami czytelnictwa w Polsce biją na alarm — jako społeczeństwo coraz mniej czytamy, a to niekorzystnie odbija się na ogólnym poziomie inteligencji i kultury. Ta zatrważająca tendencja ma pewnie wiele źródeł, ale jednym z najważniejszych jest zmiana nawyków czytelniczych i głębsze zanurzenie potencjalnych czytelników w świat cyfrowy. Nowoczesna biblioteka nie może więc pozostawać strukturą analogową. Wręcz przeciwnie, powinna udostępniać swoje zbiory, zwłaszcza te najcenniejsze, w postaci cyfrowej. Jeśli chcesz przekonać się, jak wygląda to w praktyce i jak wypada konfrontacja projektów architektów cyfrowych systemów bibliotecznych z oczekiwaniami użytkowników, ta książka Ci w tym pomoże. Znajdziesz tu informacje na temat funkcjonowania konkretnych bibliotek cyfrowych oraz tego, jak realizują one swoją podstawową funkcję udostępniania zbiorów. Zobaczysz, jak przebiega proces budowy takiej biblioteki, jacy interesariusze biorą udział w tym procesie i jak to wszystko wpływa na funkcjonalność biblioteki dla użytkownika. Fundamentalne znaczenie ma tu wskazanie różnych punktów widzenia, zderzenie koncepcji z potrzebami odbiorców, analiza zachowań i przepływu informacji. Każdy, kto chce zrozumieć kluczowe funkcje biblioteki cyfrowej i wykorzystać je w praktyce, powinien najpierw przeczytać tę książkę. W jakim celu jest tworzona biblioteka cyfrowa oraz jakie funkcje może ona pełnić? Jak przedstawia się organizacja pracy w zespołach bibliotek cyfrowych? Jak przebiega proces digitalizacji? Kim jest architekt biblioteki cyfrowej i jakie role pełni przy jej tworzeniu? Jakie kompetencje powinien mieć architekt biblioteki cyfrowej? Jak użytkownicy bibliotek cyfrowych oceniają te biblioteki? W jaki sposób użytkownicy korzystają z zasobów bibliotek cyfrowych? Jakie są potrzeby oraz zachowania informacyjne użytkownika biblioteki cyfrowej? Jakie problemy napotykają użytkownicy bibliotek cyfrowych podczas korzystania ze zbiorów? Kim jest użytkownik biblioteki cyfrowej? Stwórz bibliotekę cyfrową, z której każdy będzie chciał korzystać! Barbara Maria Morawiec — absolwentka UJ oraz UŚ na kierunku informacja naukowa i bibliotekoznawstwo. Redaktor naczelna serwisu Lustro Biblioteki (www.lustrobiblioteki.pl). Autorka książki Biblioblog w pigułce — poradnik dla bibliotekarzy, a także artykułów dotyczących blogosfery bibliotecznej, Biblioteki 2.0, bibliotek cyfrowych, e-booków itp. Prowadzi szkolenia dla bibliotekarzy z zakresu tworzenia i zarządzania blogami i serwisami bibliotecznymi, a także PR w bibliotece.
Gordon Fisher
This book teaches you how to model a nautical scene, complete with boats and water, and then add materials, lighting, and animation. It demystifies the Blender interface and explains what each tool does so that you will be left with a thorough understanding of 3D. This book starts with an introduction to Blender and some background on the principles of animation, how they are applied to computer animation, and how these principles make animation better. Furthermore, the book helps you advance through various aspects of animation design such as modeling, lighting, camera work, and animation through the Blender interface with the help of several simple projects. Each project will help you practice what you have learned and do more advanced work in all areas.
Oscar Baechler, Xury Greer
Blender is a powerful 3D creation package that supports every aspect of the 3D pipeline. With this book, you'll learn about modeling, rigging, animation, rendering, and much more with the help of some interesting projects.This practical guide, based on the Blender 2.83 LTS version, starts by helping you brush up on your basic Blender skills and getting you acquainted with the software toolset. You’ll use basic modeling tools to understand the simplest 3D workflow by customizing a Viking themed scene. You'll get a chance to see the 3D modeling process from start to finish by building a time machine based on provided concept art. You will design your first 2D character while exploring the capabilities of the new Grease Pencil tools. The book then guides you in creating a sleek modern kitchen scene using EEVEE, Blender’s new state-of-the-art rendering engine. As you advance, you'll explore a variety of 3D design techniques, such as sculpting, retopologizing, unwrapping, baking, painting, rigging, and animating to bring a baby dragon to life.By the end of this book, you'll have learned how to work with Blender to create impressive computer graphics, art, design, and architecture, and you'll be able to use robust Blender tools for your design projects and video games.
Romain Caudron, Pierre-Armand Nicq
Blender is a powerful tool, stable, with an integral workflow that will allow you to understand your learning of 3D creation with serenity. Today, it is considered to be one of the most complete 3D packages on the market and it is free and open source! It is very efficient for many types of productions, such as 3D animated or live action films, architecture, research, or even game creation with its integrated game engine and its use of the Python language. Moreover, Blender has an active community that contributes to expanding its functionalities. Today, it is used in many professional products and by many companies.Through this book, you will create many types of concert projects using a step-by-step approach. You will start by getting to know the modeling tools available in Blender as you create a 3D robot toy. Then, you will discover more advanced techniques such as sculpting and re-topology by creating a funny alien character. After that, you will create a full haunted house scene.For the last project, you will create a short film featuring a rat cowboy shooting cheese in a rat trap! This will be a more complex project in which you learn how to rig, animate, compose advanced material, composite, and edit a full sequence.Each project in this book will give you more practice and increase your knowledge of the Blender tools. By the end of this book, you will master a workflow that you will be able to apply to your own creations.
Blender 3D Cookbook. Build your very own stunning characters in Blender from scratch
Enrico Valenza
This book is aimed at the professionals that already have good 3D CGI experience with commercial packages and have now decided to try the open source Blender and want to experiment with something more complex than the average tutorials on the web.However, it's also aimed at the intermediate Blender users who simply want to go some steps further.It's taken for granted that you already know how to move inside the Blender interface, that you already have 3D modeling knowledge, and also that of basic 3D modeling and rendering concepts, for example, edge-loops, n-gons, or samples.In any case, it's also possible for a keen beginner to follow this book, by combining it with the manual on the BlenderWiki or preceding it with a basic Blender UI tutorial on the web.The keyboard/mouse shortcuts for the operations in the recipes are, at least in all the more relevant cases, indicated in brackets.
Mythravarun Vepakomma
This book is a step-by-step compositing guide, with lots of illustrations and practical approaches and implementations to attain a desired visual quality to a deadline. Each chapter progressively adds to your skillset, covering a wide range of CG film making compositing concepts. This book is for digital CG artists looking to add photo realism and life to their footage. This book also assists technical CG artists in strategizing and implementing productive lighting. If you are new to Blender or compositing, this book will guide you step by step in gaining compositing skills.
Enrico Valenza
This book is aimed at those familiar with the basics of Blender, looking to delve into the depths of the Cycles rendering engine to create an array of breath-taking materials and textures.
Marcos Romero, Brenden Sewell, Luis Cataldi
Unreal Engine's Blueprint visual scripting system enables designers to script their games and programmers to create base elements that can be extended by designers. With this book, you'll explore all the features of the Blueprint Editor, along with expert tips, shortcuts, and best practices.The book guides you through using variables, macros, and functions, and helps you learn about object-oriented programming (OOP). You'll discover the Gameplay Framework and advance to learning how Blueprint Communication allows one Blueprint to access information from another Blueprint. Later chapters focus on building a fully functional game step by step. You'll start with a basic first-person shooter (FPS) template, and each chapter will build on the prototype to create an increasingly complex and robust game experience. You'll then progress from creating basic shooting mechanics to more complex systems such as user interface elements and intelligent enemy behavior. The book demonstrates how to use arrays, maps, enums, and vector operations and introduces the elements needed for VR game development. In the final chapters, you’ll learn how to implement procedural generation and create a product configurator.By the end of this book, you'll have learned how to build a fully functional game and have the skills required to develop an entertaining experience for your audience.
Brenden Sewell
Blueprints Visual Scripting for Unreal Engine is a step-by-step approach to building a fully functional game, one system at a time. Starting with a basic First Person Shooter template, each chapter will extend the prototype to create an increasingly complex and robust game experience. You will progress from creating basic shooting mechanics to gradually more complex systems that will generate user interface elements and intelligent enemy behavior. Focusing on universally applicable skills, the expertise you will develop in utilizing Blueprints can translate to other types of genres.By the time you finish the book, you will have a fully functional First Person Shooter game and the skills necessary to expand on the game to develop an entertaining, memorable experience for your players.From making customizations to player movement to creating new AI and game mechanics from scratch, you will discover everything you need to know to get started with game development using Blueprints and Unreal Engine 4.
Marcos Romero, Brenden Sewell
Blueprints is the visual scripting system in Unreal Engine that enables programmers to create baseline systems and can be extended by designers.This book helps you explore all the features of the Blueprint Editor and guides you through using Variables, Macros, and Functions. You’ll also learn about object-oriented programming (OOP) and discover the Gameplay Framework. In addition to this, you’ll learn how Blueprint Communication allows one Blueprint to access information from another Blueprint. Later chapters will focus on building a fully functional game using a step-by-step approach. You’ll start with a basic first-person shooter (FPS) template, and each chapter will build on the prototype to create an increasingly complex and robust game experience. You’ll then progress from creating basic shooting mechanics to more complex systems, such as user interface elements and intelligent enemy behavior. The skills you will develop using Blueprints can also be employed in other gaming genres. In the concluding chapters, the book demonstrates how to use arrays, maps, enums, and vector operations. Finally, you’ll learn how to build a basic VR game.By the end of this book, you’ll have learned how to build a fully functional game and will have the skills required to develop an entertaining experience for your audience.
Budowa serwerów Minecraft. Poradnik na dobry początek
Michał Ostrowski
Wejdź na wyższy poziom Minecrafta i postaw swój serwer! Dowiedz się, jak i gdzie zbudować serwer Zainstaluj odpowiednie oprogramowanie Skonfiguruj środowisko i pluginy Jeśli w Minecrafcie osiągnąłeś już dużo i nudzi Cię powtarzanie tych samych zadań, nadszedł czas, abyś wszedł na wyższy poziom. Odkryj w sobie żyłkę budowniczego i poszukaj nowych wyzwań! Zacznij samemu tworzyć świat gry i uruchom własny serwer Minecrafta. Zaproś do gry kolegów i poznaj nowych graczy! Z tej książki dowiesz się, jak to zrobić krok po kroku. Z tym przewodnikiem wybierzesz odpowiedni serwer, zainstalujesz system operacyjny i silnik serwerowy, skonfigurujesz środowisko oraz sieć, a także dodasz pluginy Bukkit. Zostaniesz specem od serwerów i poznasz Minecrafta z zupełnie innej strony. Wybór sprzętu i rodzaju serwera Instalacja i konfiguracja systemu operacyjnego Instalacja i konfiguracja silnika serwerowego i Javy Konfiguracja serwera i sieci Dodawanie i konfiguracja pluginów Dołącz do aktywnych! Zyskaj wpływ na kształt Twojego świata!
David Cantón Nadales
Build Your Own Metaverse with Unity is a practical guide for developers with step-by-step explanations, practical examples, and screenshots to guide them through essential concepts.You’ll start by learning how to install Unity and create a character that can move around the virtual world. Next, you’ll learn how to integrate multiplayer functionality, user identification, and registration in your game universe. You’ll explore how to create interactive characters dealing with different attributes of the virtual world, including acquiring homes and decorating them with various features. Additionally, you’ll understand how to use Firebase tools to make your Metaverse unique. By following the expert advice, you’ll be able to create a feature rich Metaverse where players can interact with NPCs, acquire homes, and interact with other players online. Finally, you’ll discover how to compile and distribute the finished project to various platforms, while acquiring with necessary skills and knowledge to create a unique and groundbreaking Metaverse.By the end of this book, you’ll be well-equipped to create a Metaverse with infinite possibilities.
John P. Doran, jamal seaton
Unity, available in free and pro versions, is one of the most popular third-party game engines available. It is a cross-platform game engine, making it easy to write your game once and then port it to PC, consoles, and even the web, making it a great choice for both indie and AAA developers.Building an FPS Game in Unity takes readers on an exploration of how to use Unity to create a 3D first person shooter (FPS) title, leveraging the powerful UFPS framework by VisionPunk and Prototype/ProBuilder 2.0 by ProCore3D.After some setting up, you will start by learning how to create custom weapons, prototype levels, create exterior and interior environments, and breathe life into our levels. We will then add polish to the levels. Finally, we will create a custom GUI and menus for our title to create a complete package.
John P. Doran, jamal seaton
Unity, available in free and pro versions, is one of the most popular third-party game engines available. It is a cross-platform game engine, making it easy to write your game once and then port it to PC, consoles, and even the web, making it a great choice for both indie and AAA developers.Building an FPS Game in Unity takes readers on an exploration of how to use Unity to create a 3D first person shooter (FPS) title, leveraging the powerful UFPS framework by VisionPunk and Prototype/ProBuilder 2.0 by ProCore3D.After some setting up, you will start by learning how to create custom weapons, prototype levels, create exterior and interior environments, and breathe life into our levels. We will then add polish to the levels. Finally, we will create a custom GUI and menus for our title to create a complete package.
Vahé Karamian
In a role-playing game (RPG), users control a character, usually in the game's imaginary universe. Unity has become a top choice for developers looking to create these kinds of immersive RPGs.Building an RPG with Unity 2018, based on building some of the most common RPG features, teaches you tips, tricks, and techniques that can be applied to your own game.To start with, the book guides you through the fundamentals of role-playing games. You will learn the necessary aspects of building an RPG, such as structuring the game environment, customizing characters, controlling the camera, and designing other attributes such as inventory and weapons. You will also explore designing game levels by adding more features. Once you have understood the bigger picture, you will understand how to tackle the obstacles of networking in Unity and implement multiplayer mode for your RPG games.By the end of the book, you will be able to build upon the core RPG framework elements to create your own immersive games.
Raydelto Hernandez
If you have a basic understanding of the C++ programming language and want to create videogames for the Android platform, then this technology and book is ideal for you.
Paul Teale
With its powerful tools and quick implementation capabilities, Flutter provides a new way to build scalable cross-platform apps. In this book, you'll learn how to build on your knowledge and use Flutter as the foundation for creating games.This game development book takes a hands-on approach to building a complete game from scratch. You'll see how to get started with the Flame library and build a simple animated example to test Flame. You'll then discover how to organize and load images and audio in your Flutter game. As you advance, you'll gain insights into the game loop and set it up for fast and efficient processing. The book also guides you in using Tiled to create maps, add sprites to the maps that the player can interact with, and see how to use tilemap collision to create paths for a player to walk on. Finally, you'll learn how to make enemies more intelligent with artificial intelligence (AI).By the end of the book, you'll have gained the confidence to build fun multiplatform games with Flutter.
Building Levels in Unity. Create exciting 3D game worlds with Unity
Volodymyr Gerasimov
The book is aimed at game artists with no past programming experience who are interested in designing levels in Unity. It does not assume detailed knowledge of similar game platforms.
Building Levels in Unity. Create exciting 3D game worlds with Unity
Volodymyr Gerasimov
The book is aimed at game artists with no past programming experience who are interested in designing levels in Unity. It does not assume detailed knowledge of similar game platforms.