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"The leading academic vehicle for scholarly publication in the
field of medieval warfare." Medieval Warfare The essays in this
volume of the Journal continue its proud tradition of presenting
cutting-edge research with a wide chronological and geographical
range, from eleventh-century Georgia (David IV's use of the methods
described in De velitatione bellica) to fifteenth-century England
and France (a detailed analysis of the use of the under-appreciated
lancegay and similar weapons). Iberia and the Empire are also
addressed, with a study of Aragonese leaders in the War of the Two
Pedros, a discussion of Prince Ferdinand's battle-seeking strategy
prior to the battle of Toro in 1476, and an analysis and
transcription of a newly-discovered Habsburg battle plan of the
early sixteenth century, drawn up for the war against Venice. The
volume also embraces different approaches, from
cultural-intellectual history (the afterlife of the medieval
Christian Warrior), to experimental archaeology (the mechanics of
raising trebuchets), to comparison of "the face of battle" in a
medieval illuminated manuscript with its depiction in modern films,
to archivally-based administrative history (recruitment among the
sub-gentry for Edward I's armies). Contributors: David S. Bachrach,
Daniel Bertrand, Peter Burkholder, Ekaitz Etxeberria Gallastegi,
Michael John Harbinson, Steven Isaac, Donald J. Kagay, Tomaz Lazar,
Mamuka Tsurtsumia
Essays on aspects of medieval military history, encompassing the
most recent critical approaches. The essays in this volume honour
the career and achievements of Richard Abels, the distinguished
historian of medieval military history; in particular, they aim to
reflect how the "cultural turn" in the field has led to exciting
new developments in scholarship. Ranging from the late eighth
century to the fifteenth, from northern England to the Levant, the
chapters analyze how medieval kings and commanders practiced a
genuine military science, how themeanings of victory and defeat
were constructed by chroniclers and whole societies, how wars were
remembered and propagandized, and how religion and war mixed.
Master the development of 2D games by learning to use the powerful
GameMaker Language and tools provided by the GameMaker: Studio
workspace and engine! About This Book * Rapidly develop games using
the powerful yet easy easy-to to-use GameMaker: Studio engine *
Comprehensive: This is a comprehensive guide to help you learn and
implement GameMaker's features. * Go through step-by-step tutorials
to design and develop unique games Who This Book Is For If you have
at least some basic programming experience of JavaScript or any
other C-like languages, then this book will be great for you. No
experience beyond that is assumed. If you have no game development
experience and are looking for a hobby, are an experienced game
developer looking to master some advanced features, or fit anywhere
in that spectrum, then you will find GameMaker: Studio and this
book to be very useful in helping you create exciting games. What
You Will Learn * Understand the GameMaker: Studio interface and
tools to quickly create the various assets used in your games *
Translate some of the GameMaker: Studio drag and drop functions to
the GameMaker language * Create games with random elements for
exciting gameplay * Use the basic GameMaker file I/O and encryption
systems * Utilize the GameMaker networking functions to create
multiplayer games * Give AI routines to your enemies to make
challenging gameplay * Create particle systems to give your game
exciting graphics * Understand the various debugging techniques
available in GameMaker: Studio In Detail This book is excellent
resource for developers with any level of experience of GameMaker.
At the start, we'll provide an overview of the basic use of
GameMaker: Studio, and show you how to set up a basic game where
you handle input and collisions in a top-down perspective game. We
continue on to showcase its more advanced features via six
different example projects. The first example game demonstrates
platforming with file I/O, followed by animation, views, and
multiplayer networking. The next game illustrates AI and particle
systems, while the final one will get you started with the built-in
Box2D physics engine. By the end of this book, you have mastered
lots of powerful techniques that can be utilized in various 2D
games. Style and approach A This step-by-step guide that follows
and with details ons different topics throughout the creation of
various examples.
A fascinating exploration and insight into the fringes of Europe.
This book proudly celebrates the richness and cultural history of
these countries, taking us through Moslem Spain, Byzantine Turkey
and Viking Norway, for example, yet it also offers an intriguing
insight into the travails and high points of travelling itself.
Peppered with slightly eccentric anecdotes and poems, the book
wakes up the people and places of Europe's fringes and gives them a
gentle shake.
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