## Similar Ebooks

Do you want to get started with creating your own vehicles, maps, landscapes, and tools that you can use in the game and share with the Farming Simulator community? Then this is the resource for you! With the help of Jason van Gumster, you'll get up and running on everything you need to master 3D modeling and simulation—and have fun while doing it! Inside, you'll find out how to create and edit maps, start using the material panel, customize your mods by adding texture, use the correct file-naming conventions, test your mod in single and multiplayer modes, get a grip on using Vehicle XML, and so much more.

There's no denying that Farming Simulator players love modding—and now there's a trusted, friendly resource to help you take your modding skills to the next level and get even more out of your game. Written in plain English and packed with tons of step-by-step explanations, Farming Simulator Modding For Dummies is a great way to learn the ropes of 3D modeling with the tools available to you in the game. In no time, you'll be wowing your fellow gamesters—and yourself—with custom, kick-butt mods. So what are you waiting for?

Includes an easy-to-follow introduction to using the GIANTS 3D modeling tools Explains how to export models to Blender, Maya, 3DS Max, or FBX Provides tips for using the correct image format for textures Details how to use Photoshop and Audacity to create custom mods for Farming SimulatorWhether you're one of the legions of rabid fans of the popular Farming Simulator game or just someone who wants to learn the basics of 3D modeling and animation, you'll find everything you need in this handy guide.

Bringing together experts from research and practice, Shell Structures for Architecture: Form Finding and Optimization presents contemporary design methods for shell and gridshell structures, covering form-finding and structural optimization techniques. It introduces architecture and engineering practitioners and students to structural shells and provides computational techniques to develop complex curved structural surfaces, in the form of mathematics, computer algorithms, and design case studies.

• Part I introduces the topic of shells, tracing the ancient relationship between structural form and forces, the basics of shell behaviour, and the evolution of form-finding and structural optimization techniques.

• Part II familiarizes the reader with form-finding techniques to explore expressive structural geometries, covering the force density method, thrust network analysis, dynamic relaxation and particle-spring systems.

• Part III focuses on shell shape and topology optimization, and provides a deeper understanding of gradient-based methods and meta-heuristic techniques.

• Part IV contains precedent studies of realised shells and gridshells describing their innovative design and construction methods.

From the history of plastics and membranes in architecture to their material properties and requirements in construction and design, the Plastics and Membranes Construction Manual cuts to the chase, providing the kind of solid and comprehensive overview of the subject that readers have come to expect from the Im DETAIL series. Selected project examples round off the reference work and make it indispensable for the day-to-day life of the professional planner and for every architecture library.

The first chapters of the book focus on the basic concepts and facts of analytic geometry, the theory of space curves, and the foundations of the theory of surfaces, including problems closely related to the first and second fundamental forms. The treatment of the theory of surfaces makes full use of the tensor calculus.

The later chapters address geodesics, mappings of surfaces, special surfaces, and the absolute differential calculus and the displacement of Levi-Cività. Problems at the end of each section (with solutions at the end of the book) will help students meaningfully review the material presented, and familiarize themselves with the manner of reasoning in differential geometry.

The principal aim of analysis of tensors is to investigate those relations which remain valid when we change from one coordinate system to another. This book on Tensors requires only a knowledge of elementary calculus, differential equations and classical mechanics as pre-requisites. It provides the readers with all the information about the tensors along with the derivation of all the tensorial relations/equations in a simple manner. The book also deals in detail with topics of importance to the study of special and general relativity and the geometry of differentiable manifolds with a crystal clear exposition. The concepts dealt within the book are well supported by a number of solved examples. A carefully selected set of unsolved problems is also given at the end of each chapter, and the answers and hints for the solution of these problems are given at the end of the book. The applications of tensors to the fields of differential geometry, relativity, cosmology and electromagnetism is another attraction of the present book.

This book is intended to serve as text for postgraduate students of mathematics, physics and engineering. It is ideally suited for both students and teachers who are engaged in research in General Theory of Relativity and Differential Geometry.

Written by a team of highly respected professors, the book can be used in a one-semester, intermediate-level course in computer science. It takes a practical problem-solving approach, avoiding detailed proofs and analysis. Suitable for readers without a deep academic background in mathematics, the text explains how to solve non-trivial geometric problems. It quickly gets readers up to speed on a variety of tools employed in visual computing and applied geometry.

The treatment begins with a chapter on curves, followed by explorations of regular surfaces, the geometry of the Gauss map, the intrinsic geometry of surfaces, and global differential geometry. Suitable for advanced undergraduates and graduate students of mathematics, this text's prerequisites include an undergraduate course in linear algebra and some familiarity with the calculus of several variables. For this second edition, the author has corrected, revised, and updated the entire volume.

This second edition has been extensively revised and clarified, and the topics have been substantially rearranged. The book now introduces the two most important analytic tools, the rank theorem and the fundamental theorem on flows, much earlier so that they can be used throughout the book. A few new topics have been added, notably Sard’s theorem and transversality, a proof that infinitesimal Lie group actions generate global group actions, a more thorough study of first-order partial differential equations, a brief treatment of degree theory for smooth maps between compact manifolds, and an introduction to contact structures.

Prerequisites include a solid acquaintance with general topology, the fundamental group, and covering spaces, as well as basic undergraduate linear algebra and real analysis.

Written by a noted mathematician and historian of mathematics, this volume presents the fundamental conceptions of the theory of curves and surfaces and applies them to a number of examples. Dr. Struik has enhanced the treatment with copious historical, biographical, and bibliographical references that place the theory in context and encourage the student to consult original sources and discover additional important ideas there.

For this second edition, Professor Struik made some corrections and added an appendix with a sketch of the application of Cartan's method of Pfaffians to curve and surface theory. The result was to further increase the merit of this stimulating, thought-provoking text — ideal for classroom use, but also perfectly suited for self-study. In this attractive, inexpensive paperback edition, it belongs in the library of any mathematician or student of mathematics interested in differential geometry.

Starting with an introduction to the various curvatures associated to a hypersurface embedded in Euclidean space, the text advances to a brief review of the differential and integral calculus on manifolds. A discussion of the fundamental notions of linear connections and their curvatures follows, along with considerations of Levi-Civita's theorem, bi-invariant metrics on a Lie group, Cartan calculations, Gauss's lemma, and variational formulas. Additional topics include the Hopf-Rinow, Myer's, and Frobenius theorems; special and general relativity; connections on principal and associated bundles; the star operator; superconnections; semi-Riemannian submersions; and Petrov types. Prerequisites include linear algebra and advanced calculus, preferably in the language of differential forms.

Specialized script packages are introduced and described. Hands-on problems representative of those commonly encountered throughout the data science pipeline are provided, and we guide you in the use of Julia in solving them using published datasets. Many of these scenarios make use of existing packages and built-in functions, as we cover:

1. 1. An overview of the data science pipeline along with an example illustrating the key points, implemented in Julia

2. 2. Options for Julia IDEs

3. 3. Programming structures and functions

4. 4. Engineering tasks, such as importing, cleaning, formatting and storing data, as well as performing data preprocessing

5. 5. Data visualization and some simple yet powerful statistics for data exploration purposes

6. 6. Dimensionality reduction and feature evaluation

7. 7. Machine learning methods, ranging from unsupervised (different types of clustering) to supervised ones (decision trees, random forests, basic neural networks, regression trees, and Extreme Learning Machines)

8. 8. Graph analysis including pinpointing the connections among the various entities and how they can be mined for useful insights.

Each chapter concludes with a series of questions and exercises to reinforce what you learned. The last chapter of the book will guide you in creating a data science application from scratch using Julia.

The Second Edition maintained the accessibility of the first, while providing an introduction to the use of computers and expanding discussion on certain topics. Further emphasis was placed on topological properties, properties of geodesics, singularities of vector fields, and the theorems of Bonnet and Hadamard.

This revision of the Second Edition provides a thorough update of commands for the symbolic computation programs Mathematica or Maple, as well as additional computer exercises. As with the Second Edition, this material supplements the content but no computer skill is necessary to take full advantage of this comprehensive text.

Over 36,000 copies sold worldwideAccessible, practical yet rigorous approach to a complex topic--also suitable for self-studyExtensive update of appendices on Mathematica and Maple software packagesThorough streamlining of second edition's numbering systemFuller information on solutions to odd-numbered problemsAdditional exercises and hints guide students in using the latest computer modeling toolsPart 1 begins by employing vector methods to explore the classical theory of curves and surfaces. An introduction to the differential geometry of surfaces in the large provides students with ideas and techniques involved in global research. Part 2 introduces the concept of a tensor, first in algebra, then in calculus. It covers the basic theory of the absolute calculus and the fundamentals of Riemannian geometry. Worked examples and exercises appear throughout the text.

Key features of this revised and improved Second Edition include:

· Extensive coverage, via step-by-step recipes, of powerful new algorithms for static simulation optimization, including simultaneous perturbation, backtracking adaptive search and nested partitions, in addition to traditional methods, such as response surfaces, Nelder-Mead search and meta-heuristics (simulated annealing, tabu search, and genetic algorithms)

· Detailed coverage of the Bellman equation framework for Markov Decision Processes (MDPs), along with dynamic programming (value and policy iteration) for discounted, average, and total reward performance metrics

· An in-depth consideration of dynamic simulation optimization via temporal differences and Reinforcement Learning: Q-Learning, SARSA, and R-SMART algorithms, and policy search, via API, Q-P-Learning, actor-critics, and learning automata

· A special examination of neural-network-based function approximation for Reinforcement Learning, semi-Markov decision processes (SMDPs), finite-horizon problems, two time scales, case studies for industrial tasks, computer codes (placed online) and convergence proofs, via Banach fixed point theory and Ordinary Differential Equations

Themed around three areas in separate sets of chapters – Static Simulation Optimization, Reinforcement Learning and Convergence Analysis – this book is written for researchers and students in the fields of engineering (industrial, systems, electrical and computer), operations research, computer science and applied mathematics.

The main focus is on manifolds in Euclidean space and the metric properties they inherit from it. Among the topics discussed are curvature and how it affects the shape of space, and the generalization of the fundamental theorem of calculus known as Stokes' theorem.

With the growing use of simulation within the field of healthcare, Healthcare Simulation: A Guide for Operations Specialists provides a much needed resource for developing the roles and responsibilities of simulation operations specialists. The book illustrates the current state and evolution of the simulation professional workforce and discusses the topics necessary for the development of these pivotal roles.

The book promotes the value of simulation-based education in healthcare and its associated outcomes while clarifying the operational requirements of successful simulations. Featuring numerous contributions from international experts, consultants, and specialists, Healthcare Simulation: A Guide for Operations Specialists presents advances in healthcare simulation techniques and also features:

Coverage of the best practices and available technologies for healthcare simulation operations specialists within healthcare education, training, and assessmentInterdisciplinary, practical examples throughout to help readers better understand the presented materialAn overview of the many facets of day-to-day operations within a healthcare simulation programDiscussions regarding the concurrent need for understanding proper patient care that accompanies the human-to-machine interface in patient simulationHealthcare Simulation: A Guide for Operations Specialists is an excellent reference for healthcare simulation professionals including administrators, medical directors, managers, simulation technologists, faculty members, and educators in academic and healthcare settings. The book is also a useful supplementary textbook for graduate-level courses related to simulation and certificate programs in simulation education and simulation operations.

Despite the focus on architectural support in current architectures, some historical perspective is necessary to appropriately frame the problem. The first half of the book provides the historical perspective of the theoretical framework developed four decades ago by Popek and Goldberg. It also describes earlier systems that enabled virtualization despite the lack of architectural support in hardware.

As is often the case, theory defines a necessary—but not sufficient—set of features, and modern architectures are the result of the combination of the theoretical framework with insights derived from practical systems. The second half of the book describes state-of-the-art support for virtualization in both x86-64 and ARM processors. This book includes an in-depth description of the CPU, memory, and I/O virtualization of these two processor architectures, as well as case studies on the Linux/KVM, VMware, and Xen hypervisors. It concludes with a performance comparison of virtualization on current-generation x86- and ARM-based systems across multiple hypervisors.

The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.

The available average good books on AutoCAD are horribly containing 2-3 thousands of pages for main text, with dozens of pages, only for their contents. All these mess is full of unnecessary details of even very simpler commands, which user can easily learn intuitively. Even after the bulk of pages they skip some really useful commands, which could otherwise boost the productivity of end user.

While this reference guide is intended to provide a compact guide of AutoCAD to a wide range of working CAD professionals and students, ranging from engineering streams (architectural, civil, mechanical, electrical, etc.) to non-technical streams. We are relying heavily on the AutoCAD’s user friendly interface while writing the reference guide, as after entering the command alias in AutoCAD, it, itself, tells ‘n asks for minimum ‘n necessary details through command line. So, practically, there is no need of written procedural details.

As this reference guide book is complimentary with the ‘AutoCAD-Advanced’ and ‘AutoCAD-Professional’ courses of ‘4Dimensions’, most commands given in this guide need at least one time lab training on real projects by an experienced tutor/professional. Each command, once mastered, doesn’t need the whole procedure to be remembered exactly (as different versions may have different procedures).

Content Development Team

4 Dimensions

Before you even begin modeling that first rectangle, you'll need to fully understand which type of model you should be building for LayOut. Don't make the mistake of creating twice the amount of work for yourself because you didn't properly organize your model ahead of time.

I'll teach you how to save time and frustration by organizing your model so YOU are in control of how your model viewports look.

The entire first half of the book is dedicated to preparing your model for LayOut. From organizational workflow, to scenes and styles. I share with you my 5 point method I use to visualize and prepare every scene I create for LayOut.

Not only will you understand exactly what those five points are, you'll learn multiple ways to control them. Using these methods, you will gain complete control over the look of your viewports in LayOut. You will master every aspect of a SketchUp scene and style, to enable you to create impressive presentations and drawings in the least amount of time possible.

Is this too advanced for me?This book is designed for construction professionals who don't have any prior experience in LayOut at all. But it's also structured in a way that lets you look up specific tasks or methods without having to read the book cover to cover. I’ll save you all the time and frustration that I went through when I first learned LayOut by quickly orienting you with the workspace, then jumping right in to creating your own titleblock, inserting SketchUp models, and adding dimensions.

You should have some basic knowledge on how to use SketchUp. But if you're just starting out, you'll have complete access to my entire library of tutorials and videos for free on my website to bring you up to speed quickly.

Every important aspect of LayOut is explained in the book, with step by step instructions for you to follow along. Learn exactly what you need to know and skip over all the little details you don’t need to worry about. The book has been updated for 2014 so you'll even learn about the new Auto-Text tag feature, saving you a ton of time on those redundant text edits.

You’ll see REAL examplesThe sample projects in the book are real projects, not hypothetical meaningless shapes and boxes, so you can see exactly how to apply the concepts you learn in context with the real world. Plus, the SketchUp and LayOut files are included with each book download so you’ll be able to follow along and discover for yourself how to organize a similar project of your own. The sample projects include a woodworking table project, akitchen project, and a three story house project.

At the same time, each step by step instruction can be read and followed independently from the project. So if you need to go back and reference a certain part of the book to learn how to do something specific, you'll be able to do that too.

Advanced TechniquesI’ve consulted with many of the best SketchUp gurus in the world! I’ve hung out with Nick Sonder at the SketchUp basecamp conference. I’ve interviewed Aidan Chopra, SketchUp evangelist and author of “Google SketchUp for Dummies”, Eric Schimelpfenig from SketchThis.net, and Alexander Schreyer, author of “Architectural Design with SketchUp”. I’ve also consulted with Mike Brightman, author of “The SketchUp Workflow for Architecture”, Daniel Tal, author of “Rendering In SketchUp”, and many other great SketchUp experts.

Covering all the mathematical techniques required to resolve geometric problems and design computer programs for computer graphic applications, each chapter explores a specific mathematical topic prior to moving forward into the more advanced areas of matrix transforms, 3D curves and surface patches. Problem-solving techniques using vector analysis and geometric algebra are also discussed.

All the key areas are covered including: Numbers, Algebra, Trigonometry, Coordinate geometry, Transforms, Vectors, Curves and surfaces, Barycentric coordinates, Analytic geometry.

Plus – and unusually in a student textbook – a chapter on geometric algebra is included.

* Removing blemishes and distractions

* Creating amazing, natural-looking portraits

* Changing the color of clothing and hair

* Changing the shape of bodies and objects

* Using layers, adjustment layers, and masks

* Replacing skies and backgrounds

* Straightening lines and buildings

* Compositing multiple images together

* Changing facial expressions and poses

* Creating complex selections and masks

* Creating panoramas

* Creating actions to automate tasks

* Choosing the best image formats

* Customizing and configuring Photoshop CC

Tony & Chelsea go beyond teaching you how to use Photoshop; they teach you why and when to use each feature to create stunning, natural images. When Photoshop isn’t the best tool, they suggest other alternatives.

Combining the benefits of video training and book learning, this video book gives you over 10 hours of video and dozens of images to practice with. If you learn better with video, watch the video training and refer to the book for quick reference. For best results, walk through each procedure in the book using the provided sample images. Then, watch the videos to learn more advanced and artistic techniques. If you still have questions, or want peer review, join our Photoshop group on Facebook and get feedback from other Photoshop users.

Tony and Chelsea cover every aspect of Photoshop in-depth, but structure their teaching so that both beginner and advanced photographers can learn as efficiently as possible. If you just want a quick start, you can watch the first video or read the first chapter and you'll know the basics of photo editing in less than an hour. If you want to know more about a specific feature, switch to that video or jump to that chapter in the ebook. If you want to know everything about Photoshop, watch the videos and read the book from start to finish.

This book is for users who are familiar with creating Unity projects and are looking for the next step to create stunning high-end visuals in their game project using the latest tools and features. You are expected to understand the creation of basic Unity projects, game object types, and scene navigation. You will need some basic programming experience in C# or JavaScript.

What You Will LearnBuild your own custom shaders to suit a variety of organic and inorganic surfacesCreate amazing visual effects using Unity 5's improved toolsetCompare the advantages of Metallic and Specular workflows in Unity's Physically Based Lighting SystemTake your Unity 5 project to the next level with advanced real-time and baked lighting methodsDesign powerful particle effectsFind out how shaders, materials, and scripts work together within the Unity frameworkDevelop high-end and optimized game visuals suitable for mobile devices and other platformsIn DetailWith the inclusion of Physically Based Shading and the Standard Shader, Unity has changed the game for independent and large scale developers alike. Never before has it been so easy to create startling high quality visuals in games and other interactive projects.

This book will give you a solid understanding of the interaction of shaders, lighting and effects in Unity 5, and give you some great ideas for how you can maximize the visual impact of your own games for PC, mobile and other platforms. In the sequence of chapters you will find solutions to some of the major challenges to the creation of responsive and realistic looking games.

As you work on example scenes, you will get to know the syntax of ShaderLab and CG languages, creating simple and complex shader solutions for a variety of different surface effects. You will see how Unity's responsive lighting solutions can be harnessed to build immersive and appealing game experiences.

Style and approachThis is the most up-to-date resource on creating amazing visual effects for your Unity 5.x games. With the perfect mix of advanced techniques and their illustrations in real-world examples, this is the most comprehensive advanced guide on Unity shaders and effects you'll find.

Each new concept is presented with a natural picture that students can easily grasp. Algebraic properties then follow. This facilitates the development of differential forms without assuming a background in linear algebra. Throughout the text, emphasis is placed on applications in 3 dimensions, but all definitions are given so as to be easily generalized to higher dimensions. A centerpiece of the text is the generalized Stokes' theorem. Although this theorem implies all of the classical integral theorems of vector calculus, it is far easier for students to both comprehend and remember.

The text is designed to support three distinct course tracks: the first as the primary textbook for third semester (multivariable) calculus, suitable for anyone with a year of calculus; the second is aimed at students enrolled in sophomore-level vector calculus; while the third targets advanced undergraduates and beginning graduate students in physics or mathematics, covering more advanced topics such as Maxwell's equations, foliation theory, and cohomology.

Containing excellent motivation, numerous illustrations and solutions to selected problems in an appendix, the material has been tested in the classroom along all three potential course tracks.

With the growing use of simulation within the field of healthcare, Healthcare Simulation: A Guide for Operations Specialists provides a much needed resource for developing the roles and responsibilities of simulation operations specialists. The book illustrates the current state and evolution of the simulation professional workforce and discusses the topics necessary for the development of these pivotal roles.

The book promotes the value of simulation-based education in healthcare and its associated outcomes while clarifying the operational requirements of successful simulations. Featuring numerous contributions from international experts, consultants, and specialists, Healthcare Simulation: A Guide for Operations Specialists presents advances in healthcare simulation techniques and also features:

Coverage of the best practices and available technologies for healthcare simulation operations specialists within healthcare education, training, and assessmentInterdisciplinary, practical examples throughout to help readers better understand the presented materialAn overview of the many facets of day-to-day operations within a healthcare simulation programDiscussions regarding the concurrent need for understanding proper patient care that accompanies the human-to-machine interface in patient simulationHealthcare Simulation: A Guide for Operations Specialists is an excellent reference for healthcare simulation professionals including administrators, medical directors, managers, simulation technologists, faculty members, and educators in academic and healthcare settings. The book is also a useful supplementary textbook for graduate-level courses related to simulation and certificate programs in simulation education and simulation operations.

Physics is naturally expressed in mathematical language. Students new to the subject must simultaneously learn an idiomatic mathematical language and the content that is expressed in that language. It is as if they were asked to read Les Misérables while struggling with French grammar. This book offers an innovative way to learn the differential geometry needed as a foundation for a deep understanding of general relativity or quantum field theory as taught at the college level.

The approach taken by the authors (and used in their classes at MIT for many years) differs from the conventional one in several ways, including an emphasis on the development of the covariant derivative and an avoidance of the use of traditional index notation for tensors in favor of a semantically richer language of vector fields and differential forms. But the biggest single difference is the authors' integration of computer programming into their explanations. By programming a computer to interpret a formula, the student soon learns whether or not a formula is correct. Students are led to improve their program, and as a result improve their understanding.

At its heart is the use of Clifford algebra to unify otherwise disparate mathematical languages, particularly those of spinors, quaternions, tensors and differential forms. It provides a unified approach covering all these areas and thus leads to a very efficient ‘toolkit’ for use in physical problems including quantum mechanics, classical mechanics, electromagnetism and relativity (both special and general) – only one mathematical system needs to be learned and understood, and one can use it at levels which extend right through to current research topics in each of these areas.

These same techniques, in the form of the ‘Geometric Algebra’, can be applied in many areas of engineering, robotics and computer science, with no changes necessary – it is the same underlying mathematics, and enables physicists to understand topics in engineering, and engineers to understand topics in physics (including aspects in frontier areas), in a way which no other single mathematical system could hope to make possible.

There is another aspect to Geometric Algebra, which is less tangible, and goes beyond questions of mathematical power and range. This is the remarkable insight it gives to physical problems, and the way it constantly suggests new features of the physics itself, not just the mathematics. Examples of this are peppered throughout ‘Space-Time Algebra’, despite its short length, and some of them are effectively still research topics for the future.

From the Foreward by Anthony Lasenby

The authors have developed an online resource that includes well-tested materials related to every chapter. Among these materials are lecture-related slides and videos, ideas for student projects, laboratory exercises, computational examples and scripts, and all the functions presented in the book.

The book is intended for advanced undergraduates in math, applied math, engineering, or science disciplines, as well as for researchers and professionals looking for an introduction to a subject they missed or overlooked in their education.

With careful treatment of topics that fill the curricular needs for the course, Probability and Statistics for Computer Science features:

• A treatment of random variables and expectations dealing primarily with the discrete case.

• A chapter dealing with classification, explaining why it’s useful; how to train SVM classifiers with stochastic gradient descent; and how to use implementations of more advanced methods such as random forests and nearest neighbors.

• A chapter dealing with regression, explaining how to set up, use and understand linear regression and nearest neighbors regression in practical problems.• A chapter dealing with principal components analysis, developing intuition carefully, and including numerous practical examples. There is a brief description of multivariate scaling via principal coordinate analysis.

• A chapter dealing with clustering via agglomerative methods and k-means, showing how to build vector quantized features for complex signals.

Illustrated throughout, each main chapter includes many worked examples and other pedagogical elements such as

boxed Procedures, Definitions, Useful Facts, and Remember This (short tips). Problems and Programming Exercises are at the end of each chapter, with a summary of what the reader should know. Instructor resources include a full set of model solutions for all problems, and an Instructor's Manual with accompanying presentation slides.A self-contained development of cohomological theory constitutes the central part of the book. Topics include categories and functors, the Čech cohomology with coefficients in sheaves, the theory of fiber bundles, and differentiable, foliated, and complex analytic manifolds. The final chapter covers the theorems of de Rham and Dolbeault-Serre and examines the theorem of Allendoerfer and Eells, with applications of these theorems to characteristic classes and the general theory of harmonic forms.

The only book with complete Modelica 3.3 coverageOver one hundred exercises and solutionsExamines basic concepts such as cyber-physical, equation-based, object-oriented, system, model, and simulation

This book starts you off on the right foot, emphasizing small, simple game ideas and playable projects that you can actually finish. The complexity of the games increases gradually as we progress through the chapters. The chosen examples help you learn a wide variety of game development techniques. With this understanding of Unity 3D and bite-sized bits of programming, you can make your own mark on the game industry by finishing fun, simple games.

This book shows you how to build crucial game elements that you can reuse and re-skin in many different games, using the phenomenal (and free!) Unity 3D game engine. It initiates you into indie game culture by teaching you how to make your own small, simple games using Unity3D and some gentle, easy-to-understand code. It will help you turn a rudimentary keep-up game into a madcap race through hospital hallways to rush a still-beating heart to the transplant ward, program a complete 2D game using Unity's User Interface controls, put a dramatic love story spin on a simple catch game, and turn that around into a classic space shooter with spectacular explosions and "pew" sounds! By the time you're finished, you'll have learned to develop a number of important pieces to create your own games that focus in on that small, singular piece of joy that makes games fun.

This book shoots straight for the heart of fun, simple game design and keeps shooting until you have all the pieces you need to assemble your own great games.