Game Time Collision Object

Game Time: Tackling the Past (2011)  

Posted by BlackFlag at Dec. 29, 2011
Game Time: Tackling the Past (2011)

Game Time: Tackling the Past (2011)
DVDRip | AVI | 720x400 | XviD @ 1,756 Kbps 25.000 fps | AC3 @ 448 Kbps | 1h 40mn | 1.24 Gb
Genre: Drama, Sports, Family | Language: English

This family movie stars "Ryan McPartlin" who goes from living in a small town to being an NFL player. When faith has it, Ryan steps away from the game to go back home after his father (Beau Bridges) has a heart attack and find's himself in the hospital.

Game Mills Hidden Object Puzzle Pack (Full ISO/ENG)  

Posted by kittylovely at Jan. 15, 2010
Game Mills Hidden Object Puzzle Pack (Full ISO/ENG)

Game Mills Hidden Object Puzzle Pack (Full ISO/ENG)
PC Game | Windows | Arcade | Game Mills Entertainment | 403 MB

Hawaiian Explorer Lost Island is an addicting treasure hunt game where you will search temples, caves, airplane hangars, and shacks while making your way from Manhattan to the lost Hawaiian Islands.

Real-Time C++  

Posted by Underaglassmoon at Nov. 29, 2015
Real-Time C++

Real-Time C++: Efficient Object-Oriented and Template Microcontroller Programming
Springer | Computer Science | December 26, 2015 | ISBN-10: 3662478099 | 378 pages | pdf | 5.07 mb

by Christopher Kormanyos (Author)
Step-by-step introduction to using real-time C++ for microcontrollers
Accompanied by extensive sample code and online material (including five introductory projects and one reference project)
Uses the most recent specification of C++14 in ISO/IEC 14882:2014
Puts special emphasis on performance, scalability, and portability
Frank Zappa - Meat Light: The Uncle Meat Project/Object (2016)

Frank Zappa - Meat Light: The Uncle Meat Project/Object
Progressive Rock | MP3 CBR 320 kbps | 206:56 min | 475 MB
Label: Zappa Records | Tracks: 79 | Rls.date: 2016

Uncle Meat gets the deluxe treatment in this three CD Project/Object Audio Documentary. Included is the original 1969 vinyl mix (restored, remastered and available digitally for the first time), an original sequence that includes unique source material and bonus vault tracks mostly compiled from the recording sessions at Apostolic Studios in NYC between 1967 and 1968.
A Game Theory Analysis of Options: Contributions to the Theory of Financial Intermediation in Continuous Time

A Game Theory Analysis of Options: Contributions to the Theory of Financial Intermediation in Continuous Time by Alexandre Ziegler
English | July 15, 1999 | ISBN: 3540656286 | 154 Pages | PDF | 5 MB

This book presents a method that combines game theory and option pricing in order to analyze dynamic multiperson decision problems in continuous time and under uncertainty. The basic intuition of the method is to separate the problem of the valuation of payoffs from the analysis of strategic interactions.

Advanced 3D Game Programming with DirectX 10.0 (Repost)  eBooks & eLearning

Posted by leonardo78 at Nov. 3, 2016
Advanced 3D Game Programming with DirectX 10.0 (Repost)

Advanced 3D Game Programming with DirectX 10.0 By Peter Walsh
Publisher: Jones & Bartlett Publishers 2008 | 530 Pages | ISBN: 1598220543 | PDF | 5 MB

Advanced 3D Game Programming with DirectX 10.0 provides a guide to developing cutting-edge games using DirectX 10.0. Beginning with the foundations of 3D math and the components of DirectX, programmers new to graphics and game programming will learn how to implement networking, collision detection, and multithreading.

Collision Earth (2011)  Video

Posted by king-ston at July 8, 2016
Collision Earth (2011)

Collision Earth (2011)
BDRip | MKV | AVC, 8581 Kbps | 1920x1080 | 23.976 fps | 6 GB | Runtime: 90 Min
Audio : English DTS 768 Kbps | 6 channels | 48 KHz | Subtitle : None
Genre: Action | Sci-Fi | Thriller

When the sun converts to a magnetar for a short time, the planet Mercury is thrown out of orbit (along with a spaceship exploring it) and set on a collision course for Earth. Can a disgraced scientist manage to use his failed weapon system, Project 7, to save our planet?

3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic  eBooks & eLearning

Posted by alt_f4 at July 4, 2016
3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic

3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic (The Morgan Kaufmann Series in Interactive 3d Technology) by David H. Eberly
English | Dec. 17, 2004 | ISBN: 012229064X | 753 Pages | PDF | 6 MB

Dave Eberly's 3D Game Engine Design was the first professional guide to the essential concepts and algorithms of real-time 3D engines and quickly became a classic of game development. Dave's new book 3D Game Engine Architecture continues the tradition with a comprehensive look at the software engineering and programming of 3D engines.

3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics  eBooks & eLearning

Posted by alt_f4 at July 3, 2016
3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics

3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics (Morgan Kaufmann Series in Interactive 3D Technology) by David H. Eberly
English | Nov. 3, 2006 | ISBN: 0122290631 | 1022 Pages | PDF | 10 MB

The first edition of 3D Game Engine Design was an international bestseller that sold over 17,000 copies and became an industry standard. In the six years since that book was published, graphics hardware has evolved enormously.

Object-Oriented Programming in Unity (2016)  eBooks & eLearning

Posted by Rare-1 at June 21, 2016
Object-Oriented Programming in Unity (2016)

Object-Oriented Programming in Unity (2016)
WEBRip | MP4/AVC, ~486 kb/s | 1280 x 720 | English: AAC, 87.8 kb/s (2 ch), 48.0 KHz | 744 MB
Genre: Game Development | Language: English | +Project Files

In Unity, you can approach the architecture of your projects in many different ways. Sometimes game objects belong in the same family of code together, and sometimes they share characteristics, but are otherwise unrelated. In this course, we'll take an existing project and add new functionality using object oriented programming. We'll learn how to create new types of GameObjects, including destructible props, using clean and reusable code.