Ebooki
Procedura legalizacji urządzeń w Prawie wodnym
Marcin Sarna
Posiadasz staw rybny, ale nie uzyskałeś na niego pozwolenia wodnoprawnego? Zbudowałeś pomost i nie zgłosiłeśtego faktu odpowiednim organom? Są to przykłady tzw.samowoli, która obarczona jest przykrymi konsekwencjami. Jak zalegalizować takie urządzenia na gruncie Prawa wodnego, z uwzględnieniem aspektów samowoli budowlanej, i ograniczyć potencjalne konsekwencje? Do którego organu złożyć wniosek i z jaką opłatą musisz się liczyć legalizując urządzenie wodne?
Procedura rozstrzygania sporów w Światowej Organizacji Handlu
Agnieszka Stępień-Trela
Światowa Organizacja Handlu (World Trade Organization – WTO) jest organem regulującym międzynarodowe stosunki gospodarcze. Jej powstanie jest konsekwencją trwającej od 1986 do 1994 r. Rundy Urugwajskiej, podczas której nastąpiło przekształcenie Układu Ogólnego w Sprawie Taryf Celnych i Handlu (General Agreement on Tariffs and Trade – GATT) w WTO. Niniejsza publikacja jest podstawowym kompedium wiedzy na temat rostrzygania sporów w WTO, krórego stronami są państwa. Książka opisuje podstawowe mechanizmy i cele rostrzygnięć, a także sposoby ich rozstrzygania.
Procedura zapłodnienia pozaustrojowego - rola i zastosowanie progesteronu
Grzegorz Polak
Progesteron jest hormonem niezbędnym do przemiany wydzielniczej endometrium, warunkującej implantację zarodka i utrzymanie wczesnej ciąży. Wsparcie fazy lutealnej gestagenami po transferze zarodka jest jednym z etapów procedury zapłodnienia pozaustrojowego. Połączenie preparatów progesteronu podawanych podjęzykowo oraz dopochwowo zapewnia jego stężenia optymalne dla uzyskania ciąży podczas tej procedury.
Siemen Lens, Robin Rodet
Geometry Nodes are tools that enable you to manipulate and generate 3D geometry in a node-based workflow. In this updated edition, you’ll learn how to use the basic and intermediate features of Geometry Nodes that are essential for creating complex, physics-based simulations and animations in Blender 4.5 LTS.After an introduction to the Geometry Nodes system and its inner workings, you’ll learn about different node inputs and outputs, along with the basic nodes necessary for your Geometry Nodes projects. You’ll apply your newfound knowledge through exercises that involve modifying curves, meshes, text, and more, as well as work on a range of interesting projects, including creating a procedural plant, a brick wall generator, and a procedural LED panel to explore different aspects of node-based modeling. The concluding chapters take you through a brand-new addition to Geometry Nodes called the Simulation Zone, where you’ll create various physics simulations such as a procedural fountain and bugs crawling over objects using the Geometry Node editor.By the end of this book, you’ll be able to tackle minor to major Geometry Nodes issues with confidence and create complicated Geometry Nodes trees and complex physics simulations tailored to your needs.*Email sign-up and proof of purchase required
Siemen Lens, Wouter Adriaensen
For anyone working in the computer graphics industry, understanding how to use Blender’s new geometry nodes tools to manipulate and generate 3D geometry in a node-based workflow is an essential skill. In this book, you’ll learn how to use the basic and intermediate features of geometry nodes that are a crucial part of your Blender roadmap.You’ll start by understanding the different node inputs and outputs followed by the basic nodes you’ll need throughout your geometry nodes projects. The book will show you how the node system works and enable you to put your newfound knowledge to use through exercises that involve modifying curves, meshes, and more. You’ll work on a range of interesting projects such as creating a procedural plant, where you’ll use nodes to generate the intricate details and variations of a plant in a procedural manner, and a spiderweb generator to refine your skills of cleaning up a node tree. Finally, you’ll build a procedural LED panel using geometry nodes to generate the look of an LED panel.By the end of this book, you’ll be able to overcome any geometry node issue confidently and make complicated geometry node trees exactly how you need them.
Dale Green
Procedural generation is a growing trend in game development. It allows developers to create games that are bigger and more dynamic, giving the games a higher level of replayability. Procedural generation isn’t just one technique, it’s a collection of techniques and approaches that are used together to create dynamic systems and objects. C++ is the industry-standard programming language to write computer games. It’s at the heart of most engines, and is incredibly powerful. SFML is an easy-to-use, cross-platform, and open-source multimedia library. Access to computer hardware is broken into succinct modules, making it a great choice if you want to develop cross-platform games with ease.Using C++ and SFML technologies, this book will guide you through the techniques and approaches used to generate content procedurally within game development. Throughout the course of this book, we’ll look at examples of these technologies, starting with setting up a roguelike project using the C++ template. We’ll then move on to using RNG with C++ data types and randomly scattering objects within a game map. We will create simple console examples to implement in a real game by creating unique and randomised game items, dynamic sprites, and effects, and procedurally generating game events. Then we will walk you through generating random game maps. At the end, we will have a retrospective look at the project. By the end of the book, not only will you have a solid understanding of procedural generation, but you’ll also have a working roguelike game that you will have extended using the examples provided.
Ryan Watkins
Procedural Content Generation is a process by which game content is developed using computer algorithms, rather than through the manual efforts of game developers. This book teaches readers how to develop algorithms for procedural generation that they can use in their own games. These concepts are put into practice using C# and Unity is used as the game development engine.This book provides the fundamentals of learning and continued learning using PCG. You'll discover the theory of PCG and the mighty Pseudo Random Number Generator. Random numbers such as die rolls and card drafting provide the chance factor that makes games fun and supplies spontaneity. This book also takes you through the full development of a 2D game. Starting with level generation, you'll learn how PCG can make the game environment for you. You'll move into item generation and learn the different techniques to procedurally create game items. Thereafter, you'll be guided through the more abstract PCG areas such as scaling difficulty to the player and even generating music! The book helps you set up systems within your games where algorithms create computationally generated levels, art assets, quests, stories, characters, and weapons; these can substantially reduce the burden of manually creating every aspect of the game.Finally, you'll get to try out your new PCG skills on 3D terrain generation.
Paul Martin Eliasz
In the ever-evolving world of games and virtual production, mastering procedural content generator (PCG) opens the door to endless creative possibilities. This book takes you deeper into the realm of procedurally generated environments and assets by showing you how to use the PCG framework integrated into Unreal Engine 5.4 and helping you build the skills to surpass traditional methods and create cutting-edge projects with unparalleled efficiency.This book guides you through the complete level design and tools production pipeline using open-source software. Whether you’re an aspiring technical artist or level designer in real-time visualization and game production, you’ll benefit from following the step-by-step, beginner-friendly approach to crafting custom levels, from jungles to cities, and incorporating 3D assets from libraries such as Quixel or Sketchfab. Next, you’ll get to grips with data preparation, construct a PCG graph to populate assets in your environment, and apply these methods to optimize your projects. You’ll understand how this process enhances your PCG tools, elevating their capacity to improve the quality of your levels.By the end of this book, you’ll be able to seamlessly integrate different elements in Unreal Engine 5, empowering you to create your own PCG tools and transform your game development experience.