One


Book Description

Jesus didn't say that the world would know we are his followers by our biting rhetoric, our political leanings, our charity work, or even by our knowledge of Scripture. He said the world would know us by our love for one another. Yet it's so easy to put others at arm's length, to lash out, to put up walls. Deidra Riggs wants us to put our focus on self-preservation aside and, like Jesus, make the first move toward reconciliation. In One, Riggs shows readers that when Jesus offered himself up in our place, he was not only purchasing our salvation but also setting an example for us to follow. She helps readers understand that they are secure in God's inexhaustible love, making them free to love others lavishly--not just in what they do but in what they say, what they don't say, what they will endure, and what they will forgive. Anyone who longs for unity in the church, in their family, and in their community will find in this book both inspiring examples of loving done well and encouragement to begin the often unnoticed hard work of building bridges with those around them.




Beginning 3D Game Development with Unity


Book Description

Beginning 3D Game Development with Unity is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production. This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create casual interactive adventure games in the style of Telltale's Tales of Monkey Island, while also giving you a firm foundation in game logic and design. The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand. In the second part, you'll build the foundations of a point-and-click style first-person adventure game—including reusable state management scripts, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map. With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design. By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games.




Unity in Action


Book Description

Summary Manning's bestselling and highly recommended Unity book has been fully revised! Unity in Action, Second Edition teaches you to write and deploy games with the Unity game development platform. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer. Foreword by Jesse Schell, author of The Art of Game Design Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. About the Technology Build your next game without sweating the low-level details. The Unity game development platform handles the heavy lifting, so you can focus on game play, graphics, and user experience. With support for C# programming, a huge ecosystem of production-quality prebuilt assets, and a strong dev community, Unity can get your next great game idea off the drawing board and onto the screen! About the Book Unity in Action, Second Edition teaches you to write and deploy games with Unity. As you explore the many interesting examples, you'll get hands-on practice with Unity's intuitive workflow tools and state-of-the-art rendering engine. This practical guide exposes every aspect of the game dev process, from the initial groundwork to creating custom AI scripts and building easy-to-read UIs. And because you asked for it, this totally revised Second Edition includes a new chapter on building 2D platformers with Unity's expanded 2D toolkit. What's Inside Revised for new best practices, updates, and more! 2D and 3D games Characters that run, jump, and bump into things Connect your games to the internet About the Reader You need to know C# or a similar language. No game development knowledge is assumed. About the Author Joe Hocking is a software engineer and Unity expert specializing in interactive media development. Table of Contents PART 1 - First steps Getting to know Unity Building a demo that puts you in 3D space Adding enemies and projectiles to the 3D game Developing graphics for your game PART 2 - Getting comfortable Building a Memory game using Unity's 2D functionality Creating a basic 2D Platformer Putting a GUI onto a game Creating a third-person 3D game: player movement and animation Adding interactive devices and items within the game PART 3 - Strong finish Connecting your game to the internet Playing audio: sound effects and music Putting the parts together into a complete game Deploying your game to players' devices




Game Engine Architecture


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.




One God in Three Persons


Book Description

Twelve evangelical scholars offer a comprehensive defense of the eternal submission of the Son and the Spirit to the Father, exploring the issue from exegetical, theological, historical, and pastoral perspectives.




Umbr(a): Islam


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The Homiletic Review


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Responsive Prayers


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Catholic Schools and the Future of the Church


Book Description

During the first decade of the 21st century the Catholic Church in the developed world has faced a decline in its moral authority, increasing accusations of irrelevance to a secular age, and a steep and steady decline in commitment among successive generations from the 1960s on. Despite this Catholic schools have multiplied and grown in popularity and educational achievement. The book sets out a programme for the contribution of Catholic schools to the future of the Church, covering such topics as the religious education curriculum in its cognitive and affective aspects, the sacramental life of the school, selection of staff, the issue of staff and Catholic witness and many other topics. Engebretson argues that Catholic schools are a powerful key to the future of the Church and shows how, within their diversity, Catholic schools can be ecclesial communities, which have at their heart the building up of the Church.




Kant's Transcendental Deduction


Book Description

Henry E. Allison presents an analytical and historical commentary on Kant`s transcendental deduction of the pure concepts of the understanding in the Critique of Pure Reason. He argues that, rather than providing a new solution to an old problem (refuting a global skepticism regarding the objectivity of experience), it addresses a new problem (the role of a priori concepts or categories stemming from the nature of the understanding in grounding this objectivity), and he traces the line of thought that led Kant to the recognition of the significance of this problem in his 'pre-critical' period. Allison locates four decisive steps in this process: the recognition that sensibility and understanding are distinct and irreducible cognitive powers, which Kant referred to as a 'great light' of 1769; the subsequent realization that, though distinct, these powers only yield cognition when they work together, which is referred to as the 'discursivity thesis' and which led directly to the distinction between analytic and synthetic judgments and the problem of the synthetic a priori; the discovery of the necessary unity of apperception as the supreme norm governing discursive cognition; and the recognition, through the influence of Tetens, of the role of the imagination in mediating between sensibility and understanding. In addition to the developmental nature of the account of Kant`s views, two distinctive features of Allison'sreading of the deduction are a defense of Kant`s oft criticized claim that the conformity of appearances to the categories must be unconditionally rather than merely conditionally necessary (the 'non-contingency thesis') and an insistence that the argument cannot be separated from Kant`s transcendental idealism (the 'non-separability thesis').