Trafford george (67 Ergebnisse)

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Verlag: Independently published, 2026
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In den WarenkorbPaperback. Zustand: As New. Paperback. Cover shows very minor shelving wear, otherwise an unblemished copy.; 100% Satisfaction Guaranteed! Ships same or next business day.

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Sprache: Englisch
Verlag: Independently published, 2026
Serie: Buch 4 von 4 - Godot 4 Game Engineering in Practice Series
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Sprache: Englisch
Verlag: Independently published, 2026
Serie: Buch 2 von 4 - Godot 4 Game Engineering in Practice Series
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Sprache: Englisch
Verlag: Independently published, 2026
Serie: Buch 3 von 4 - Godot 4 Game Engineering in Practice Series
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Sprache: Englisch
Verlag: Independently published, 2026
Serie: Buch 1 von 4 - Godot 4 Game Engineering in Practice Series
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Weitere BilderVerlag: Dell Publishing Company Dell Publishing Company, Inc, New York City, Dunellen, New Jersey, 1947, 1947
- Softcover
- Magazin//Zeitschrift
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In den WarenkorbSoft cover. Zustand: Fine. No Jacket. 50 pp. ; 28 cm color pictorial wrappers ; cartoons by Saxon, George Reckas, Sivic, Dan Kilgo, Ponce De Leon, George Wolfe, Charles Allen, Bob Barnes, Danotto, DeKalin, Louis Priscilla, Clyde Lamb, Roy WIlliams, Farr, McDonald, GHG, Cramer, Ralph Newman, John Markow, Klein, gerald Green, Follette, Leo Selkin, Trafford, Graham Hunter, Kunz, Syverson, Will Johnson, C T Waters, stories by Richard J. Bennett, Red Skelton, Harold Winerip, Ed Reynolds, Parke Cummings, Alv Sherman, P. Bracken, Joe Laurie, Jr, Al Steen, Dolph Sharp, Bob Sweeney, Hal March, Tracy Perkins, ; pages very brittle and foxed ; repair to one page, else scarce FINE. Magazine.…

Sprache: Englisch
Verlag: Independently Published Aug 2026, 2026
Serie: Buch 2 von 4 - Godot 4 Game Engineering in Practice Series
- Softcover
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Taschenbuch. Zustand: Neu. Neuware - Have you built a Godot game that starts out smooth but gradually suffers from frame drops, stuttering, inconsistent performance, or slowdowns as new features are added Are you unsure whether the problem comes from your scripts, rendering, physics, navigation, or something else entirely If you're tired of guessing and want a proven approach to building faster, more responsive games, this book is your practical guide.High-Performance Game Programming with Godot 4 is written for developers who already understand the fundamentals of Godot and want to solve the performance challenges that appear as projects grow. Instead of offering random optimization tips, this book teaches a systematic process for identifying performance problems, analyzing their root causes, applying targeted improvements, and verifying measurable results.Using practical examples, original GDScript code, profiler analysis, and production-tested techniques, you'll learn how experienced developers optimize games without sacrificing clean architecture or creating unnecessary technical debt. Every chapter focuses on real scenarios and provides solutions you can apply immediately to your own projects.Inside this book, you'll learn how to: - Identify performance problems using Godot's Profiler, Monitors, and diagnostic tools.- Improve frame stability by reducing unnecessary CPU, GPU, and physics workload.- Write more efficient GDScript using modern coding practices and performance-conscious techniques.- Reduce rendering costs through better scene organization, visibility management, and draw call optimization.- Optimize physics, navigation, and gameplay systems as object counts increase.- Build scalable projects that perform consistently across desktop, mobile, and web platforms.- Measure performance improvements with confidence and avoid wasting time on ineffective optimizations.- Establish professional workflows that keep projects responsive as development continues.Whether you're developing a 2D platformer, a 3D action game, a strategy title, a simulation, or another interactive experience, the principles in this book will help you make informed engineering decisions that improve responsiveness, stability, and scalability throughout your project.Performance isn't about applying every optimization you can find, it's about understanding where your game spends its time and making the right improvements at the right moment. This book gives you the knowledge and practical techniques to solve performance problems with confidence while building games that are ready for real players.If you're ready to stop chasing performance issues and start building faster, smoother, and more efficient Godot games, get your copy of High-Performance Game Programming with Godot 4 today.…

Sprache: Englisch
Verlag: Independently Published Aug 2026, 2026
Serie: Buch 4 von 4 - Godot 4 Game Engineering in Practice Series
- Softcover
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Taschenbuch. Zustand: Neu. Neuware - What happens when you know how to use Godot, but still struggle to turn that knowledge into a complete, working game You can understand scenes, nodes, GDScript, physics, signals, resources, AI, and networking, and still find yourself with unfinished projects, tangled code, disconnected systems, or a game that works in the editor but falls apart when everything comes together.Professional Godot 4.6 Hands-On Game Projects takes a different approach: instead of teaching isolated features, it puts those skills to work inside complete game projects.You will build practical games from their initial structure through implementation, integration, testing, refinement, and final preparation. Each project is designed to address the problems developers encounter when separate systems must work together as one playable experience.Throughout the book, you will learn how to: - Organize Godot projects so features remain manageable as development progresses- Build reusable scenes, components, resources, and gameplay systems- Create responsive movement and dependable core mechanics- Connect gameplay, UI, audio, animation, progression, and other systems cleanly- Develop inventory, dialogue, quests, NPC behavior, and other practical game systems- Apply data-driven techniques where they provide genuine development benefits- Work with multiplayer architecture and networked gameplay in a focused project- Test systems, identify integration problems, and correct issues before release- Refine completed games instead of stopping at a basic prototype- Develop repeatable workflows that can be applied to future Godot projectsThe emphasis is on connected implementation. Rather than jumping between unrelated mini-examples, the projects show how individual systems become part of a larger game. You see where code belongs, how systems communicate, how problems appear during integration, and how to correct them.Whether you are building your first substantial Godot project or looking to strengthen your existing development workflow, this book helps bridge the gap between knowing Godot and using Godot to finish games.You do not need another collection of disconnected tutorials. You need practical experience putting the pieces together.Start building complete games with Godot 4.6 and turn your development knowledge into projects you can actually finish. …

Sprache: Englisch
Verlag: Independently Published Aug 2026, 2026
Serie: Buch 3 von 4 - Godot 4 Game Engineering in Practice Series
- Softcover
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Taschenbuch. Zustand: Neu. Neuware - Have you mastered the fundamentals of Godot 4, only to discover that the real challenges begin when your game grows Is multiplayer becoming difficult to synchronize Are your AI systems turning into a maintenance nightmare Does adding new features create more problems than it solves Building a production-quality game demands far more than writing code, it requires designing systems that remain reliable, scalable, and maintainable from development through launch and beyond.Advanced Godot 4 Game Systems in Practice is a practical, solution-focused guide for experienced Godot developers who want to move beyond individual features and build sophisticated game systems with confidence. Rather than overwhelming you with theory, this book tackles the real engineering challenges that emerge in larger projects and provides proven techniques you can apply immediately.Using modern Godot 4 workflows and original GDScript examples, you'll learn how to architect dependable multiplayer systems, create intelligent AI, organize large projects, develop professional tools, validate complex gameplay, and prepare games for commercial release. Every chapter is built around practical scenarios, reusable patterns, and production-minded decision making, helping you solve problems before they become costly setbacks.Inside this book, you will learn how to: - Design reliable multiplayer architectures with practical networking patterns.- Build intelligent AI using maintainable state machines, behavior trees, and scalable decision systems.- Architect large Godot projects that remain organized and easy to extend.- Stream expansive game worlds while managing memory and performance effectively.- Create custom editor tools and automation workflows that improve productivity.- Test, debug, and validate complex gameplay systems with confidence.- Prepare projects for commercial release using dependable production workflows.- Maintain and evolve games after launch without introducing unnecessary technical debt.- Evaluate architectural trade-offs and choose solutions that scale with your project's needs.Every chapter follows a clear engineering process: identify the problem, understand why it occurs, implement a practical solution, validate the results, and prepare the system for future growth. The emphasis is always on helping you make better technical decisions, not simply introducing another advanced feature.Whether you're developing an ambitious indie title, collaborating with a team, or preparing your next commercial release, this book provides the practical knowledge needed to build advanced Godot game systems that stand the test of time.If you're ready to create more reliable multiplayer experiences, smarter AI, stronger project architectures, and production-ready games with Godot 4, add this book to your library today and start building systems designed for long-term success.…

Sprache: Englisch
Verlag: Independently Published Jul 2026, 2026
Serie: Buch 1 von 4 - Godot 4 Game Engineering in Practice Series
- Softcover
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Taschenbuch. Zustand: Neu. Neuware - Have your Godot projects reached the point where every new feature creates another problem Does a simple prototype quickly turn into tangled scripts, fragile scene dependencies, and code that's difficult to debug or expand If you've completed the tutorials but struggle to build games that stay organized as they grow, this book was written for you.Godot 4 Game Development from Prototype to Production bridges the gap between learning the engine and developing games with confidence. Rather than repeating beginner lessons, it focuses on the practical challenges developers face when moving beyond small projects. You'll learn proven techniques for organizing code, designing maintainable systems, writing cleaner GDScript, and creating projects that remain stable as new features are added.Built around real development problems instead of isolated features, this hands-on guide shows you how experienced developers approach architecture, scene organization, communication between systems, debugging, refactoring, and long-term project planning. Every chapter emphasizes practical solutions you can apply immediately, supported by original code examples, before-and-after refactoring walkthroughs, reusable templates, and production-minded best practices.Inside this book, you'll learn how to: - Build clean, scalable project architectures that are easier to maintain.- Write modern, readable, and reliable GDScript using professional coding practices.- Organize scenes for maximum reusability while reducing unnecessary dependencies.- Design modular systems using composition instead of oversized, monolithic scripts.- Use signals, resources, groups, and events effectively to create loosely coupled systems.- Refactor existing projects without introducing new problems.- Debug issues more efficiently and establish workflows that support long-term development.- Prepare your projects for future growth with maintainability and production readiness in mind.Whether you're creating a platformer, action game, RPG, simulation, or another interactive experience, the principles in this book help you build software that is easier to extend, test, and improve. Instead of relying on quick fixes that create technical debt, you'll develop habits that support cleaner code, stronger architecture, and more confident decision-making throughout the development process.If you're ready to stop patching fragile prototypes and start building projects that can grow into polished, production-ready games, Godot 4 Game Development from Prototype to Production is the practical resource you've been looking for.Get your copy today and start building Godot projects that are cleaner, smarter, easier to maintain, and ready to scale.…

Eskimo Fantastic Art (Contributor Diana Trafford--Takushurnaituk.)
Swinton, George (Contributor Diana Trafford: Takushurnaituk.)
Verlag: University of Manitoba, Winnipeg
- Softcover
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In den Warenkorb[1972]. (4to paperback) Near fine. 34pp. Photographs, illustrations, notes, bibliography. Contributors include Diana Trafford (Takushurnaituk). Foreword by Virgil Hammock. (Art--Canada, Eskimo Art, Exhibition Catalog--Canada, Exhibition Catalog--Gallery III University of Manitoba, Gallery III--University of Manitoba, Inuit Art).…