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In the 1950s and early 1960s a small fraternity of daring,
brilliant men made the first exploratory trips into the upper
stratosphere, reaching the edge of outer space in tiny capsules
suspended beneath plastic balloons. This book tells the story of
these tenacious men as they laboured on the cusp of a new age,
seeing things that no one had ever seen and experiencing conditions
no one was sure they could survive. Mostly U.S. Air Force and Navy
officers, among them doctors, physicists, meteorologists,
engineers, astronomers, and test pilots, they struggled with meagre
budgets, bureaucratic politics, and one another. It is a thrilling
story of tremendous personal sacrifice and great risk for the
promise of adventure and the opportunity to uncover a few precious
aspects of the universe. Capt. Joseph Kittinger, for example, rode
a balloon up to 103,000 feet in an open gondola and then stepped
out and freefell to Earth, becoming the only person to break the
sound barrier without a vehicle. Lt. Col. David Simons stayed aloft
for a full day and night in a primitive pressurized capsule to
become one of the first to see the curvature of the planet. In this
work, Craig Ryan masterfully captures the drama of their
spectacular achievements and those of many of the other space
pioneers who made America's stratospheric balloon programs
possible.
Sixty years ago, cars and aeroplanes were deathtraps waiting to
happen. Today, both are safer than they were, thanks in part to a
pioneering US Air Force doctor's research on seatbelts and ejection
seats. The exploits of John Paul Stapp (1910-1999) come to life in
this biography of a man who was once blasted across the desert in
his Sonic Wind rocket sledge, only to be slammed to a stop in
barely a second. The experiment put him on the cover of Time
magazine and allowed his swashbuckling team to gather the data
needed to revolutionise car and aeroplane design. From the
high-altitude balloon tests that ensued to the battles for car
safety legislation, Craig Ryan's book is as much a history of the
transition into the Jet Age as it is a biography of the man who got
us there more safely.
Create ready-to-play 3D games with reactive environments, sound,
dynamic effects, and more! Key Features Build a solid foundation
for game design and game development Understand the fundamentals of
3D such as coordinates, spaces, vectors, and cameras Get to grips
with essential Unity concepts including characters, scenes,
terrains, objects and more Book DescriptionThis book, written by a
team of experts at Unity Technologies, follows an informal,
demystifying approach to the world of game development. You'll
learn the 3D and C# fundamentals before starting to build one short
segment of the full game - a vertical slice. With every progressing
chapter, you'll learn to improve this game (alongside building your
own) to make it ready to pitch to studios. Within Unity 3D Game
Development, you will learn to: Design and build 3D characters, and
the game environment Think about the users' interactions with your
game Develop the interface and apply visual effects to add an
emotional connection to your world Grasp a solid foundation of
sound design, animations, and lightning to your creations Build,
test, and add final touches The book is split between expert
insights that you'll read before you look into the project on
GitHub to understand all the underpinnings. This way, you get to
see the end result, and you're allowed to be creative and give your
own thoughts to design, as well as work through the process with
the new tools we introduce. Join the book community on Discord:
Read this book with Unity game developers, and the team of authors.
Ask questions, build teams, chat with the authors, participate in
events and much more. The link to join is included in the book.
What you will learn Learn fundamentals of designing a 3D game and
C# scripting Design your game character and work through their
mechanics and movements Create an environment with Unity Terrain
and ProBuilder Explore instantiation and rigid bodies through
physics theory and code Implement sound, lighting effects, trail
rendering, and other dynamic effects Create a short, fully
functional segment of your game in a vertical slice Polish your
game with performance tweaks JOIN the 'book-club' to read alongside
other users, Unity experts, and ask the authors when stuck Who this
book is forOur goal with this book is to enable every reader to
build the right mindset to think about 3D games, and then show them
all the steps we took to create ours. The main target audience for
this book is those with some prior knowledge in game development,
though regardless of your experience, we hope to create an
enjoyable learning journey for you.
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