Advertisement
crosshair vi hero manual: OpenLayers 2.10 Beginner's Guide Erik Hazzard, 2011-03-18 Create, optimize, and deploy stunning cross-browser web maps with the OpenLayers JavaScript web mapping library. |
crosshair vi hero manual: Unity Game Development Essentials Will Goldstone, 2009-10-01 Build fully functional, professional 3D games with realistic environments, sound, dynamic effects, and more! |
crosshair vi hero manual: Beginning Blender Lance Flavell, 2011-08-27 A new world of creative possibilities is opened by Blender, the most popular and powerful open source 3D and animation tool. Blender is not just free software; it is also an important professional tool used in animated shorts, television commercials, and shows, as well as in production for films like Spiderman 2. Lance Flavell's Beginning Blender will give you the skills to start shaping new worlds and virtual characters, and perhaps lead you down a new professional path. Beginning Blender covers the Blender 2.5 release in-depth. The book starts with the creation of simple figures using basic modeling and sculpting. It then teaches you how to bridge from modeling to animation, and from scene setup to texture creation and rendering, lighting, rigging, and ultimately, full animation. You will create and mix your own movie scenes, and you will even learn the basics of games logic and how to deal with games physics. Whether you are new to modeling, animation, and game design, or whether you are simply new to Blender, this book will show you everything you need to know to get your 3D projects underway. |
crosshair vi hero manual: Georgia Land Surveying History and Law Farris W. Cadle, 1991 Georgia Land Surveying History and Law is the first definitive history and analysis of Georgia’s land system and the laws that govern it. The book’s opening section tells the story of the surveyor’s role in transforming Georgia from a frontier to a bounded, populated, and productive colony and state. Paced by anecdotes of surveyors’ wilderness experiences, the narrative traces the evolution of Georgia’s land subdivision system, beginning with the original, and ultimately impractical, scheme of land granting and rectangular land subdivision under the Trustees of the Georgia Colony. The volume then covers the more flexible but easily abused headright procedure, and the subsequent lottery and succession of systematic, rectangular surveys under which most of the state was laid out and granted in the early nineteenth century. Finally, in lay terms supported by meticulous citation of authority, the volume discusses the legal aspects of land surveying, including the interests that make up land ownership, the transfer of real property, the interpretation of property descriptions, the location of boundaries, riparian and littoral rights, and other topics. The book examines every point concerning boundaries found in any Georgia case or statute. Based solidly on primary sources and the author’s fifteen years of experience in land surveying and title abstracting, Georgia Land Surveying History and Law is an exhaustively researched and scholarly reference that will be useful to surveyors, title attorneys, title abstractors, real estate professionals, geographers, cartographers, historians, and genealogists. |
crosshair vi hero manual: People and Computers XX - Engage Nick Bryan-Kinns, Ann Blandford, Paul Curzon, Laurence Nigay, 2007-08-10 Reading has arguably the longest and richest history of any domain for scientifically considering the impact of technology on the user. From the 1920s to the 1950s, Miles Tinker [1963] and other researchers ran hundreds of user tests that examined the effects of different fonts and text layout variables, such as the amount of vertical space between each line of text (called leading). Their research focused on user performance, and reading speed was the favoured measure. They charted the effect of the manipulated variables on reading speed, looking for the point at which their participants could read the fastest. Their assumption was that faster reading speeds created a more optimal experience. Printers and publishers eagerly consumed this research. In recent years, some of these variables have been reexamined as the technology and capabilities evolve with the advent of computers and computer screens. Dillon [1992] examined how to design textual information for an electronic environment. Boyarski et al. [1998] examined the effect of fonts that were designed for computer screens. Dyson & Kipping [1998] examined the effect of line length on computer screens. Larson et al. [2000] examined the effect of 3-D rotation on reading. Gugerty et al. [2004] demonstrated a reading performance advantage with the Microsoft ClearType display technology. |
crosshair vi hero manual: Adobe Premiere Pro CS6 , 2013 [C]overs the basics of learning Adobe Premiere Pro CS6 and provides countless tips and techniques to help you become more productive with the program--P. [4] of cover. |
crosshair vi hero manual: How To Design and Build Your Own Custom TV Games David L. Heiserman, 1978 |
crosshair vi hero manual: Empires of Eve Andrew Groen, 2015-09-30 |
crosshair vi hero manual: The Apollo Guidance Computer Frank O'Brien, 2010-06-25 The technological marvel that facilitated the Apollo missions to the Moon was the on-board computer. In the 1960s most computers filled an entire room, but the spacecraft’s computer was required to be compact and low power. Although people today find it difficult to accept that it was possible to control a spacecraft using such a ‘primitive’ computer, it nevertheless had capabilities that are advanced even by today’s standards. This is the first book to fully describe the Apollo guidance computer’s architecture, instruction format and programs used by the astronauts. As a comprehensive account, it will span the disciplines of computer science, electrical and aerospace engineering. However, it will also be accessible to the ‘space enthusiast’. In short, the intention is for this to be the definitive account of the Apollo guidance computer. Frank O’Brien’s interest in the Apollo program began as a serious amateur historian. About 12 years ago, he began performing research and writing essays for the Apollo Lunar Surface Journal, and the Apollo Flight Journal. Much of this work centered on his primary interests, the Apollo Guidance Computer (AGC) and the Lunar Module. These Journals are generally considered the canonical online reference on the flights to the Moon. He was then asked to assist the curatorial staff in the creation of the Cradle of Aviation Museum, on Long Island, New York, where he helped prepare the Lunar Module simulator, a LM procedure trainer and an Apollo space suit for display. He regularly lectures on the Apollo computer and related topics to diverse groups, from NASA's computer engineering conferences, the IEEE/ACM, computer festivals and university student groups. |
crosshair vi hero manual: Administrative Assistant's and Secretary's Handbook James Stroman, Kevin Wilson, Jennifer Wauson, 2008 This handbook for administrative assistants and secretaries covers such topics as telephone usage, keeping accurate records, making travel arrangements, e-mail, using the Internet, business documents, and language usage. |
crosshair vi hero manual: Narrative Mechanics Beat Suter, René Bauer, Mela Kocher, 2021-05-31 What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and interfaces. They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society - such as a career from rags to riches, the concept of modernity or market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics. |
crosshair vi hero manual: 3D User Interfaces Doug Bowman, Ernst Kruijff, Joseph J. LaViola Jr., Ivan P. Poupyrev, 2004-07-26 Here’s what three pioneers in computer graphics and human-computer interaction have to say about this book: “What a tour de force—everything one would want—comprehensive, encyclopedic, and authoritative.” — Jim Foley “At last, a book on this important, emerging area. It will be an indispensable reference for the practitioner, researcher, and student interested in 3D user interfaces.” — Andy van Dam “Finally, the book we need to bridge the dream of 3D graphics with the user-centered reality of interface design. A thoughtful and practical guide for researchers and product developers. Thorough review, great examples.” — Ben Shneiderman As 3D technology becomes available for a wide range of applications, its successful deployment will require well-designed user interfaces (UIs). Specifically, software and hardware developers will need to understand the interaction principles and techniques peculiar to a 3D environment. This understanding, of course, builds on usability experience with 2D UIs. But it also involves new and unique challenges and opportunities. Discussing all relevant aspects of interaction, enhanced by instructive examples and guidelines, 3D User Interfaces comprises a single source for the latest theory and practice of 3D UIs. Many people already have seen 3D UIs in computer-aided design, radiation therapy, surgical simulation, data visualization, and virtual-reality entertainment. The next generation of computer games, mobile devices, and desktop applications also will feature 3D interaction. The authors of this book, each at the forefront of research and development in the young and dynamic field of 3D UIs, show how to produce usable 3D applications that deliver on their enormous promise. Coverage includes: The psychology and human factors of various 3D interaction tasks Different approaches for evaluating 3D UIs Results from empirical studies of 3D interaction techniques Principles for choosing appropriate input and output devices for 3D systems Details and tips on implementing common 3D interaction techniques Guidelines for selecting the most effective interaction techniques for common 3D tasks Case studies of 3D UIs in real-world applications To help you keep pace with this fast-evolving field, the book’s Web site, www.3dui.org, will offer information and links to the latest 3D UI research and applications. |
crosshair vi hero manual: Game Testing Charles P. Schultz, Robert Denton Bryant, 2016-09-15 An updated version of the bestselling Game Testing All In One, Second Edition, this book equips the reader with the rationale for vigorous testing of game software, how game testing and the tester fit into the game development process, practical knowledge of tools to apply to game testing, game tester roles and responsibilities, and the measurements to determine game quality and testing progress. The reader is taken step-by-step through test design and other QA methods, using real game situations. The book includes content for the latest console games and the new crop of touch, mobile, and social games that have recently emerged. A companion DVD contains the tools used for the examples in the book and additional resources such as test table templates and generic flow diagrams to get started quickly with any game test project. Each chapter includes questions and exercises, making the book suitable for classroom use as well as a personal study or reference tool. Features: * Uses a wide range of game titles and genres, including newer gaming experiences such as social networking games, games utilizing music and motion controllers, and touch games on mobile devices * Includes a new chapter on Exploratory Testing * Includes test methodology tutorials based on actual games with tools that readers can use for personal or professional development * Demonstrates methods and tools for tracking and managing game testing progress and game quality * Features a companion DVD with templates, resources, and projects from the book On the DVD: * Contains the tools used for the examples in the book as well as additional resources such as test table templates and generic flow diagrams that can be used for individual or group projects * All images from the text (including 4-color screenshots) * FIFA video from a project in the book eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at info@merclearning.com. |
crosshair vi hero manual: The Andromeda Strain Michael Crichton, 2012-05-14 From the author of Jurassic Park, Timeline, and Sphere comes a captivating thriller about a deadly extraterrestrial microorganism, which threatens to annihilate human life. Five prominent biophysicists have warned the United States government that sterilization procedures for returning space probes may be inadequate to guarantee uncontaminated re-entry to the atmosphere. Two years later, a probe satellite falls to the earth and lands in a desolate region of northeastern Arizona. Nearby, in the town of Piedmont, bodies lie heaped and flung across the ground, faces locked in frozen surprise. What could cause such shock and fear? The terror has begun, and there is no telling where it will end. |
crosshair vi hero manual: Shooter's Bible Guide to Bowhunting Todd A. Kuhn, 2013-08-01 From the most trusted name in guns and ammunition comes this ultimate reference on bowhunting. The Shooter’s Bible Guide to Bowhunting offers everything you need to know about the sport and its gear, from its origin as a means of survival to modern gear. Compound bows and crossbows have undergone an explosive rise in popularity in recent years, due in part, Dr. Todd A. Kuhn explains, to complex socioeconomic, environmental, and biological factors. As expansive tracts of land vanish, many hunters can no longer pursue game with high-powered rifles. That, plus vast improvements in archery gear, has hunters flocking to compound bows and crossbows as alternatives. In the Shooter’s Bible Guide to Bowhunting Dr. Kuhn examines all things bowhunting and archery. Topics covered include: Compound, recurve, and traditional bows Arrows and broadheads Sights and rests Releases and triggers Quivers Tree stands, blinds, decoys, and other popular gear This exhaustive desk reference provides a never before seen look into the history and engineering of archery, theories and trends in game discipline, and, of course, an exhaustive catalog of archery equipment both new and traditional. |
crosshair vi hero manual: Geotours Workbook M. Scott Wilkerson, M. Beth Wilkerson, Stephen Marshak, 2011-12-22 This new stand-alone edition of Geotours Workbook contains nineteen active-learning tours that take students on virtual field trips to see outstanding examples of geology around the world. |
crosshair vi hero manual: Crafting Digital Media Daniel James, 2011-02-01 Open source software, also known as free software, now offers a creative platform with world-class programs. Just ask the people who have completed high-quality projects or developed popular web 2.0 sites using open source desktop applications. This phenomenon is no longer underground or restricted to techies—there have been more than 61 million downloads of the Audacity audio editor and more than 60 million downloads of the GIMP for Windows photographic tool from SourceForge.net alone. Crafting Digital Media is your foundation course in photographic manipulation, illustration, animation, 3D modelling, publishing, recording audio and making music, DJ’ing, mixing and mastering audio CDs, video editing and web content delivery. Every technique described in the book can be achieved on GNU/Linux, but many of the applications covered run on Windows and Mac OS X as well. New to GNU/Linux and a little daunted? Don’t worry—there’s a step-by-step tutorial on Ubuntu for either temporary use or permanent installation. If you are a creative type who wants to get started with open source software or an existing GNU/Linux user looking to explore this category of programs, this is the book for you! Realize your own personal projects and creative ambitions with the tools this book will place at your fingertips. |
crosshair vi hero manual: Mapping the Terrain Suzanne Lacy, 1995 In this wonderfully bold and speculative anthology of writings, artists and critics offer a highly persuasive set of argument and pleas for imaginative, socially responsible, and socially responsive public art.... --Amazon. |
crosshair vi hero manual: The Visual Effects Arsenal Bill Byrne, 2012-11-12 Build your VFX arsenal with quick-access, step-by-step instruction on how to create today's hottest digital VFX shots. This essential toolkit provides techniques for creating effects seen in movies such as 300, Spiderman 3, Predator and others, with lessons on how-to: * splatter blood or digitally lop someone's arm off * create a scene with actors running from an explosion * create the twin effect (same actor, same location, 2 performances) * produce space-ship dog fights Organized in a ?cookbook? style, this allows you to reference a certain effect in the index and immediately access concise instructions to create that effect. Techniques are demonstrated in each of the most popular software tools- After Effects, Final Cut Studio, Shake, Photoshop, and Combustion are all covered. Brilliant, 4-color presentation provides inspiration and stimulating visual guidance to the lessons presented, while the companion DVD contains project media files enabling you to put concepts learned into immediate practice. |
crosshair vi hero manual: Virtual and Augmented Reality (VR/AR) Ralf Doerner, Wolfgang Broll, Paul Grimm, Bernhard Jung, 2022-01-12 This comprehensive textbook offers a scientifically sound and at the same time practical introduction to Virtual and Augmented Reality (VR/AR). Readers will gain the theoretical foundation needed to design, implement or enhance VR/AR systems, evaluate and improve user interfaces and applications using VR/AR methods, assess and enrich user experiences, and develop a deeper understanding of how to apply VR/AR techniques. Whether utilizing the book for a principal course of study or reference reading, students of computer science, education, media, natural sciences, engineering and other subject areas can benefit from its in-depth content and vivid explanation. The modular structure allows selective sequencing of topics to the requirements of each teaching unit and provides an easy-to-use format from which to choose specific themes for individual self-study. Instructors are provided with extensive materials for creating courses as well as a foundational text upon which to build their advanced topics. The book enables users from both research and industry to deal with the subject in detail so they can properly assess the extent and benefits of VR/AR deployment and determine required resources. Technology enthusiasts and professionals can learn about the current status quo in the field of VR/AR and interested newcomers can gain insight into this fascinating world. Grounded on a solid scientific foundation, this textbook, addresses topics such as perceptual aspects of VR/AR, input and output devices including tracking, interactions in virtual worlds, real-time aspects of VR/AR systems and the authoring of VR/AR applications in addition to providing a broad collection of case studies. |
crosshair vi hero manual: GeoServer Cookbook Stefano Iacovella, 2014-11-27 This book is ideal for GIS experts, developers, and system administrators who have had a first glance at GeoServer and who are eager to explore all its features in order to configure professional map servers. Basic knowledge of GIS and GeoServer is required. |
crosshair vi hero manual: Alphabet Squadron (Star Wars) Alexander Freed, 2019-06-11 The first novel in a new trilogy starring veteran New Republic pilots! On the brink of victory in a brutal war, five New Republic pilots transform from hunted to hunters in this epic Star Wars adventure. Set after Return of the Jedi, Alphabet Squadron follows a unique team, each flying a different class of starfighter as they struggle to end their war once and for all. The Emperor is dead. His final weapon has been destroyed. The Imperial Army is in disarray. In the aftermath, Yrica Quell is just one of thousands of defectors from her former cause living in a deserters’ shantytown—until she is selected to join Alphabet Squadron. Cobbled together from an eclectic assortment of pilots and starfighters, the five members of Alphabet are tasked by New Republic general Hera Syndulla herself. Like Yrica, each is a talented pilot struggling to find their place in a changing galaxy. Their mission: to track down and destroy the mysterious Shadow Wing, a lethal force of TIE fighters exacting bloody, reckless vengeance in the twilight of their reign. The newly formed unit embodies the heart and soul of the Rebellion: ragtag, resourceful, scrappy, and emboldened by their most audacious victory in decades. But going from underdog rebels to celebrated heroes isn’t as easy as it seems, and their inner demons threaten them as much as their enemies among the stars. The wayward warriors of Alphabet Squadron will have to learn to fly together if they want to protect the new era of peace they’ve fought so hard to achieve. Part of a Marvel and Del Rey crossover event, Alphabet Squadron is the counterpart to Marvel’s TIE Fighter miniseries, which follows the exploits of Shadow Wing as they scheme to thwart the New Republic. |
crosshair vi hero manual: Galaxy's Edge Delilah S. Dawson, 2020-03-30 |
crosshair vi hero manual: Human Readable Messages Mez Breeze, 2012-01 Mez does for code poetry as jodi and Vuk Cosic have done for ASCII Art: Turning a great, but naively executed concept into something brilliant, paving the ground for a whole generation of digital artists. (Florian Cramer). |
crosshair vi hero manual: Harun Farocki, Against What? Against Whom? Nora M. Alter, 2009 Against What? Against Whom? is a monograph about the author, film maker and video artist Harun Farocki. Its the first book about Farocki that is neither a purely academic publication nor an exhibition catalogue. it brings together the most diverse of themes, tonalities and approaches: alongside a complete filmography and list of installations, there are 21 contributions that take a discursive (or use drawings to) look at Farocki's complex oeuvre. Additionally there are two key Farocki texts, previous reflections on his film and video work, and a new text he has written especially for this book, which begins quite biographically and underhandedly becomes a short history of the making of films and art in (West) Germany over the past 40 years. The themes discussed are as varied as the authors involved, with much focus on individual Farocki films, beginning with the early political, Marxist, educational films, via his cinema direct films and his essay films, that have become classics in the meantime, up To The films and installations, which For The most make use of found footage of the most varied types of image, such as amateur recordings, archive pictures, surveillance images, technical images and computer animations. English text. |
crosshair vi hero manual: Being Daisy Kate Spencer, 2010 England in the late 60s. Daisy's father reluctantly walks his 17 year-old daughter down the aisle. She is four months pregnant and marrying a carpenter who plays guitar for a wannabe pop group. Refusing to think life is about to change, Daisy casts aside career aspirations held by her father, quickly moving from one pregnancy to the next in her own unique and independent style. Being Daisy is an emotionally charged slice of life for an irrepressible young woman who roller coasters her way through ten years of married life with humour and optimism. Her journey typified that of many 60s brides who sought more than just a husband as they embarked on married life in the middle of free love and the background drone of The Rolling Stones. |
crosshair vi hero manual: Project Arcade John St. Clair, 2011-01-14 The bestseller returns—completely updated to include the newest hardware, software, and techniques for building your own arcade Interest in classical arcade games remains on the rise, and with a little money, older computer hardware, and a little effort, you can relive your arcade experiences by building your own arcade machine. The hands-on guide begins with a description of the various types of projects that you can undertake. It then progresses to a review of the audio and video options that are available and looks at the selection of game software and cabinet artwork. Ultimately, you’ll learn essential troubleshooting tips and discover how to build arcade controllers and machines that you can enjoy at home with your PC. Serves as a soup-to-nuts guide for building your own arcade machine, from the sheets of wood to the finished product Addresses the variety of arcade controls, including joysticks, buttons, spinners, trackballs, flight yokes, and guns Explains how to interface arcade controls to a computer Shares troubleshooting tips as well as online resources for help and inspiration Project Arcade, Second Edition helps you recapture the enjoyment of your youth that was spent playing arcade games by walking you through the exciting endeavor of building your own full arcade machine. |
crosshair vi hero manual: Soil and Culture Edward R. Landa, Christian Feller, 2010-01-28 SOIL: beneath our feet / food and fiber / ashes to ashes, dust to dust / dirt!Soil has been called the final frontier of environmental research. The critical role of soil in biogeochemical processes is tied to its properties and place—porous, structured, and spatially variable, it serves as a conduit, buffer, and transformer of water, solutes and gases. Yet what is complex, life-giving, and sacred to some, is ordinary, even ugly, to others. This is the enigma that is soil. Soil and Culture explores the perception of soil in ancient, traditional, and modern societies. It looks at the visual arts (painting, textiles, sculpture, architecture, film, comics and stamps), prose & poetry, religion, philosophy, anthropology, archaeology, wine production, health & diet, and disease & warfare. Soil and Culture explores high culture and popular culture—from the paintings of Hieronymus Bosch to the films of Steve McQueen. It looks at ancient societies and contemporary artists. Contributors from a variety of disciplines delve into the mind of Carl Jung and the bellies of soil eaters, and explore Chinese paintings, African mud cloths, Mayan rituals, Japanese films, French comic strips, and Russian poetry. |
crosshair vi hero manual: The Physics of Metrology Alex Hebra, 2010-04-06 Conceived as a reference manual for practicing engineers, instrument designers, service technicians and engineering students. The related fields of physics, mechanics and mathematics are frequently incorporated to enhance the understanding of the subject matter. Historical anecdotes as far back as Hellenistic times to modern scientists help illustrate in an entertaining manner ideas ranging from impractical inventions in history to those that have changed our lives. |
crosshair vi hero manual: Tricks of the 3D Game Programming Gurus André LaMothe, 2003 Today is the greatest time in history to be in the game business. We now have the technology to create games that look real! Sony's Playstation II, XBOX, and Game Cube are cool! But, all this technology isn't easy or trivial to understand - it takes really hard work and lots of Red Bull. The difficulty level of game programming has definitely been cranked up these days in relation to the skill set needed to make games. Andre LaMothe's follow-up book to Tricks of the Windows Game Programming Gurus is the one to read for the latest in 3D game programming. When readers are finished with Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization, they will be able to create a full 3D texture-mapped, lit video game for the PC with a software rasterizer they can write themselves. Moreover, they will understand the underlying principles of 3D graphics and be able to better understand and utilize 3D hardware today and in the future. |
crosshair vi hero manual: Fire Warrior Simon Spurrier, Marc Gascoigne, 2003-09 Ruling over the alien warriors of the Tau empire are the enigmatic Ethereals. When a powerful Ethereal crashes behind Imperial battle lines, it falls to one young Fire Warrior to sacrifice his life for the greater good. Original. |
crosshair vi hero manual: Alternative Futures K J Joy, Ashish Kothari, 2018-03-06 A remarkable, first-ever collection of 35 essays on India's future, by a diverse set of authors - activists, researchers, media practitioners, those who have influenced policies and those working at the grassroots. This book brings together scenarios of an India that is politically and socially egalitarian, radically democratic, economically sustainable and equitable, and socio-culturally diverse and harmonious. Alternative Futures: India Unshackled covers a wide range of issues, organized under four sections. It explores ecological futures including environmental governance, biodiversity conservation, water and energy. Next, it envisions political futures including those of democracy and power, law, ideology, and India's role in the globe. A number of essays then look at economic futures, including agriculture, pastoralism, industry, crafts, villages and cities, localization, markets, transportation and technology. Finally, it explores socio-cultural futures, encompassing languages, learning and education, knowledge, health, sexuality and gender, and marginalized sections like dalits, adivasis, and religious minorities. Introductory and concluding essays tie these diverse visions together. Most essays include both futuristic scenarios and present initiatives that demonstrate the possibility of such futures. At a time when India faces increasing polarization along parochial, physical and mental boundaries, these essays provide a breath of fresh air and hope in the grounded possibilities for an alternative, decentralized, eco-culturally centred future. The essays range from the dreamy-eyed to the hard-headed, from the provocative to the gently persuasive. This book would hold appeal for a wide range of readers - youth, academics, development professionals, policy makers, government officials, activists, people's movements, media persons, business persons - concerned about the current state of India and the world, and willing to engage critically in the collective search for a better future. |
crosshair vi hero manual: Dig Official Players Guide Jo Ashburn, 1995-11 Presenting helpful hints, tips, a comprehensive inventory of equipment, and more, Jo Ashburn reveals the most effective strategies for playing the popular science fiction game, The Dig. Players learn the best ways to join Commander Boston Low and his two companions on their mission to knock an asteroid off its collision-course with the Earth. Plus more action-packed adventure. |
crosshair vi hero manual: Star Wars Knights of the Old Republic David S. J. Hodgson, Zach Meston, 2003 Engage in a Golden Age Saga - Strategies for fighting and equipment usage - Exclusive maps for every level, from Endar Spire to the climatic final battle - Strategies for each character class - Details on every NPC and party member - Complete strategies for the card game Pazaak - Comprehensive item, power-up, and weapon lists - Complete walkthrough from Padawan to Jedi Master - Tips for resisting (or receiving) the dark side! - All puzzle solutions, minigames, and side quests revealed |
crosshair vi hero manual: The History of Visual Magic in Computers Jon Peddie, 2013-06-13 If you have ever looked at a fantastic adventure or science fiction movie, or an amazingly complex and rich computer game, or a TV commercial where cars or gas pumps or biscuits behaved liked people and wondered, “How do they do that?”, then you’ve experienced the magic of 3D worlds generated by a computer. 3D in computers began as a way to represent automotive designs and illustrate the construction of molecules. 3D graphics use evolved to visualizations of simulated data and artistic representations of imaginary worlds. In order to overcome the processing limitations of the computer, graphics had to exploit the characteristics of the eye and brain, and develop visual tricks to simulate realism. The goal is to create graphics images that will overcome the visual cues that cause disbelief and tell the viewer this is not real. Thousands of people over thousands of years have developed the building blocks and made the discoveries in mathematics and science to make such 3D magic possible, and The History of Visual Magic in Computers is dedicated to all of them and tells a little of their story. It traces the earliest understanding of 3D and then foundational mathematics to explain and construct 3D; from mechanical computers up to today’s tablets. Several of the amazing computer graphics algorithms and tricks came of periods where eruptions of new ideas and techniques seem to occur all at once. Applications emerged as the fundamentals of how to draw lines and create realistic images were better understood, leading to hardware 3D controllers that drive the display all the way to stereovision and virtual reality. |
crosshair vi hero manual: Biomedical Engineering Principles in Sports George K. Hung, Jani Macari Pallis, 2004-06-24 Biomedical Engineering Principles in Sports contains in-depth discussions on the fundamental biomechanical and physiological principles underlying the acts of throwing, shooting, hitting, kicking, and tackling in sports, as well as vision training, sports injury, and rehabilitation. The topics include: -Golf ball aerodynamics and golf club design, -Golf swing and putting biomechanics, -Tennis ball aerodynamics and ball- and shoe-surface interactions, -Tennis stroke mechanics and optimizing ball-racket interactions, -Baseball pitching biomechanics and perceptual illusions of batters, -Football forward pass aerodynamics and tackling biomechanics, -Soccer biomechanics, -Basketball aerodynamics and biomechanics, -Vision training in sports, -Children maturation and performance, -Rehabilitation and medical advances in treatment of sports injuries. This book is essential reading for biomedical engineers, physicists, sport scientists, and physiologists who wish to update their knowledge of biomechanical and biomedical principles and their applications to sports. The book can be used in a one-semester Senior or Graduate-level course in Biomechanics, Biomedical Engineering, Sports Technology, Sports Medicine, or Exercise Physiology. In addition, it will be of value to interested athletic laypersons who enjoy watching or participating in sports such as golf, tennis, softball, football, soccer, and basketball. |
crosshair vi hero manual: Budayeen Nights George Alec Effinger, 2014-04-29 A “brilliant collection” of short stories set in a “marvelously realized, imaginary Muslim city” from the Hugo and Nebula Award–winning author (Publishers Weekly, starred review). Long identified as a science fiction writer, except in his own eyes, George Alec Effinger had some of his biggest critical and commercial success with a series even he recognized and characterized as SF. Set in the marvelously realized, imaginary Muslim city of Budayeen, the three novels, When Gravity Fails, A Fire in the Sun and The Exile Kiss garnered rave reviews, award nominations and a wide readership. In addition, Effinger came to be recognized as one of the foundational writers of cyberpunk. Although the novels are perhaps how Budayeen and their hero, Marid Audran, are best known, there are a handful of shorter pieces that add to the vividly drawn and deeply authentic picture of an imagined world and seven short stories, the first part of an uncompleted novel and a story fragment add to the mental images of this exotic and yet somehow completely familiar city and world that Effinger created. This book was originally published by Golden Gryphon Press and comes with a Forword and story notes by Effinger's widow, Barbara Hambly. The lead story in this collection, Schrodinger's Kitten, won the Hugo, Nebula and Seiun Awards. |
crosshair vi hero manual: Star Wars James Luceno, 2005 Darth Vader, the evil emperor's powerful enforcer, sets out to eliminate all resistance to the Empire, a mission that reveals his true strength and role as the Emperor's iron fist. |
crosshair vi hero manual: Research Methods Ben Gorvine, Karl Rosengren, Lisa Stein, Kevin Biolsi, 2018 Research Methods: From Theory to Practice guides students through the entire research process-from choosing a research question and getting Institutional Review Board approval to presenting results at conferences and submitting work for peer review. KEY FEATURES *Provides students the practical skills needed to conduct their own research *Encourages critical thinking to help students become educated consumers of research presented in journal articles and the popular media *Considers the influence of rapidly changing technology on research methods, including statistical and neuroscience methods *Inside Research features personalize research by highlighting real-life examples of researchers working in a variety of fields *Media Matters features analyze and evaluate how a particular research study or general topic relevant to the chapter is portrayed in the media *Flowchart Figures present key concepts of the research process in a clear and simple visual overview |
crosshair vi hero manual: OpenGL Shading Language Randi J. Rost, 2006 As the 'Red Book' is known to be the gold standard for OpenGL, the 'Orange Book' is considered to be the gold standard for the OpenGL Shading Language. With Randi's extensive knowledge of OpenGL and GLSL, you can be assured you will be learning from a graphics industry veteran. Within the pages of the second edition you can find topics from beginning shader development to advanced topics such as the spherical harmonic lighting model and more. —David Tommeraasen, CEO/Programmer, Plasma Software This will be the definitive guide for OpenGL shaders; no other book goes into this detail. Rost has done an excellent job at setting the stage for shader development, what the purpose is, how to do it, and how it all fits together. The book includes great examples and details, and good additional coverage of 2.0 changes! —Jeffery Galinovsky, Director of Emerging Market Platform Development, Intel Corporation The coverage in this new edition of the book is pitched just right to help many new shader-writers get started, but with enough deep information for the 'old hands.' —Marc Olano, Assistant Professor, University of Maryland This is a really great book on GLSL—well written and organized, very accessible, and with good real-world examples and sample code. The topics flow naturally and easily, explanatory code fragments are inserted in very logical places to illustrate concepts, and all in all, this book makes an excellent tutorial as well as a reference. —John Carey, Chief Technology Officer, C.O.R.E. Feature Animation OpenGL® Shading Language, Second Edition, extensively updated for OpenGL 2.0, is the experienced application programmer's guide to writing shaders. Part reference, part tutorial, this book thoroughly explains the shift from fixed-functionality graphics hardware to the new era of programmable graphics hardware and the additions to the OpenGL API that support this programmability. With OpenGL and shaders written in the OpenGL Shading Language, applications can perform better, achieving stunning graphics effects by using the capabilities of both the visual processing unit and the central processing unit. In this book, you will find a detailed introduction to the OpenGL Shading Language (GLSL) and the new OpenGL function calls that support it. The text begins by describing the syntax and semantics of this high-level programming language. Once this foundation has been established, the book explores the creation and manipulation of shaders using new OpenGL function calls. OpenGL® Shading Language, Second Edition, includes updated descriptions for the language and all the GLSL entry points added to OpenGL 2.0; new chapters that discuss lighting, shadows, and surface characteristics; and an under-the-hood look at the implementation of RealWorldz, the most ambitious GLSL application to date. The second edition also features 18 extensive new examples of shaders and their underlying algorithms, including Image-based lighting Lighting with spherical harmonics Ambient occlusion Shadow mapping Volume shadows using deferred lighting Ward's BRDF model The color plate section illustrates the power and sophistication of the OpenGL Shading Language. The API Function Reference at the end of the book is an excellent guide to the API entry points that support the OpenGL Shading Language. Also included is a convenient Quick Reference Card to GLSL. |
crosshair missing in Skyrim SE HUD - Skyrim SE - Nexus Mods …
Oct 2, 2019 · However, I cannot see the crosshair in either first or third person. The compass shows up at the top just fine and centered, but no crosshair. I checked skyrimprefs and it is set …
Having UI issues, mainly crosshair dissapearing/no crosshair
Apr 29, 2019 · I've had this before - many times even. There are many mods that hide the crosshair. You need to go in-game and check the MCM menu for mods that have the option to …
How to align scope Crosshair with bullet impact?
Aug 19, 2012 · OK ive run some weapon mods and found to my dismay, that where the gunsights point ( and also scope crosshair) is WOEFULLY off from where the regular bullet impact is. …
crosshair off center? - Discussion - Nexus Mods Forums - The …
May 12, 2018 · Hi, start the game and crosshair is in the centre but later on after the character have died one or more times the crosshair is off center to the left, i believe it has to do with the …
ICUE does not detect motherboard ASUS ROG CROSSHAIR X870E …
Apr 14, 2025 · Hi, ICUE does not detect motherboard ASUS ROG CROSSHAIR X870E HERO in its control panel. Any solution ? Thanks in advance.
Crosshair Adjustments - Skyrim LE - Nexus Mods Forums
Apr 11, 2018 · And (less intrusive hud) to move my crosshair more above my head in 3rd person which is cool. I adjusted my tilt to the setting that works for me. 0.7 is center on default. …
Crosshair defaults in mame are incorrect - MAMEWorld Forums
Jul 22, 2005 · And yes, I have probably 20 different crosshairs in my crosshair directory and I can pick them from inside any game in mame via "Tab" "Crosshair options" What im trying to say is …
Mod to lower crosshair location? - Discussion - Nexus Mods Forums
Mar 10, 2022 · You shouldn't even use the crosshair. That's what ADS is for. The aim down the sights for the weapon. In fact: you should turn off all of the HUD/UI except stamina and boss …
Can't hide the crosshair - Skyrim LE - Nexus Mods Forums
Feb 14, 2015 · So, after years of peacefully playing Skyrim, I run into a problem that makes me actually write a forum post. Short description: Whenever I try to cast a Ranged Spell, that …
Is there a way to turn off the crosshair and compass at the top to tak
Nov 27, 2011 · Supporter; 12 Currently Playing: Skyrim Special Edition (again), and Starbound, and Shadowrun, and....
crosshair missing in Skyrim SE HUD - Skyrim SE - Nexus Mods …
Oct 2, 2019 · However, I cannot see the crosshair in either first or third person. The compass shows up at the top just fine and centered, but no crosshair. I checked skyrimprefs and it is set …
Having UI issues, mainly crosshair dissapearing/no crosshair
Apr 29, 2019 · I've had this before - many times even. There are many mods that hide the crosshair. You need to go in-game and check the MCM menu for mods that have the option to …
How to align scope Crosshair with bullet impact?
Aug 19, 2012 · OK ive run some weapon mods and found to my dismay, that where the gunsights point ( and also scope crosshair) is WOEFULLY off from where the regular bullet impact is. …
crosshair off center? - Discussion - Nexus Mods Forums - The …
May 12, 2018 · Hi, start the game and crosshair is in the centre but later on after the character have died one or more times the crosshair is off center to the left, i believe it has to do with the …
ICUE does not detect motherboard ASUS ROG CROSSHAIR X870E …
Apr 14, 2025 · Hi, ICUE does not detect motherboard ASUS ROG CROSSHAIR X870E HERO in its control panel. Any solution ? Thanks in advance.
Crosshair Adjustments - Skyrim LE - Nexus Mods Forums
Apr 11, 2018 · And (less intrusive hud) to move my crosshair more above my head in 3rd person which is cool. I adjusted my tilt to the setting that works for me. 0.7 is center on default. …
Crosshair defaults in mame are incorrect - MAMEWorld Forums
Jul 22, 2005 · And yes, I have probably 20 different crosshairs in my crosshair directory and I can pick them from inside any game in mame via "Tab" "Crosshair options" What im trying to say …
Mod to lower crosshair location? - Discussion - Nexus Mods Forums
Mar 10, 2022 · You shouldn't even use the crosshair. That's what ADS is for. The aim down the sights for the weapon. In fact: you should turn off all of the HUD/UI except stamina and boss …
Can't hide the crosshair - Skyrim LE - Nexus Mods Forums
Feb 14, 2015 · So, after years of peacefully playing Skyrim, I run into a problem that makes me actually write a forum post. Short description: Whenever I try to cast a Ranged Spell, that …
Is there a way to turn off the crosshair and compass at the top to tak
Nov 27, 2011 · Supporter; 12 Currently Playing: Skyrim Special Edition (again), and Starbound, and Shadowrun, and....