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Titlebook: Learn Sprite Kit for iOS Game Development; Leland Long Book 2014 Leland Long 2014

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11#
發(fā)表于 2025-3-23 10:38:43 | 只看該作者
rches through a large vector space. Holographic associative matching provided by multiple exposure holograms can offer advantageous techniques for vector quantization based compression schemes. Photorefractive crystals, which provide high density recording in real time, are used as our holographic m
12#
發(fā)表于 2025-3-23 17:51:38 | 只看該作者
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發(fā)表于 2025-3-23 20:11:04 | 只看該作者
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發(fā)表于 2025-3-23 22:10:46 | 只看該作者
Leland Longin a three dimensional space. Image compression suffers from large computational requirements. We propose optical architectures to execute various image compression techniques, utilizing the inherent massive parallelism of optics..We optically implement the following compression and corresponding de
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發(fā)表于 2025-3-24 03:59:46 | 只看該作者
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發(fā)表于 2025-3-24 08:31:25 | 只看該作者
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發(fā)表于 2025-3-24 13:14:52 | 只看該作者
Creating a Cast of Characters,ly defined maximum. While this works fine for viewing immediate results when adding new enemy classes, it’s not an elegant or efficient solution in the long term. You need a way of introducing characters into play in such a way that you can easily change your mind without having to change the code,
18#
發(fā)表于 2025-3-24 17:40:23 | 只看該作者
Add More Scenes and Levels,e” more than once in the game without the game ending. You will have the game start with several player lives, so that when a nasty vermin bites the player, it can reappear a few seconds later, ready to tackle them again. After all, accidents happen and vermin are vicious and sewers are stinky, but
19#
發(fā)表于 2025-3-24 19:58:35 | 只看該作者
Book 2014‘ll find how simple it is to create a scene, add animated sprites, incorporate edges, play sound effects, and create animated particles for special effects. You‘ll also use touch events to control your sprites, implement the built-in physics engine, handle sprite collisions and contacts, and much mo
20#
發(fā)表于 2025-3-24 23:50:41 | 只看該作者
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