My Book Of Patterns 1


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My Book of Patterns – 1


My Book of Patterns – 1

Author: Madhubun

language: en

Publisher: Vikas Publishing House

Release Date:


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My Book of Patterns is a set of 2 books that aim to develop writing skills in a thorough and systematic approach taking the child through all the basic movements essential for writing, e.g. horizontal and vertical lines, circles, diagonals and crosses. In each section, the child begins with simple hand movements gradually moving on to more difficult ones.

My First Book of Patterns


My First Book of Patterns

Author: Bobby George

language: en

Publisher: Phaidon Press

Release Date: 2017-09-18


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Have you learned your colors and shapes? Now it's time to learn patterns! Stripes, polka dots, plaid, chevron, and more are featured in this first-ever patterns concept book that provides readers with the vocabulary to name what they see in the world around them. The ten most prevalent patterns are presented first as a single element (This is a circle ...), then as a pattern (... a lot of circles make polka dots!). Conceived by educators and illustrated in vivid candy-colored hues, this pitch-perfect introduction to patterns will engage the artistic, mathematical, and linguistic parts of every young child's mind.

Game Programming Patterns


Game Programming Patterns

Author: Robert Nystrom

language: en

Publisher: Genever Benning

Release Date: 2014-11-03


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The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.