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Science and Civilisation in China: Volume 4, Physics and Physical Technology; Part 1, Physics

Science and Civilisation in China: Volume 4, Physics and Physical Technology; Part 1, Physics

Science and Civilisation in China: Volume 4, Physics and Physical Technology; Part 1, Physics by Joseph Needham
Cambridge University Press | January 1, 1962 | ISBN-10: 0521058023 | 468 pages | PDF | 166 MB

Dr Needham's fourth volume traces the development of physics and physical technology in ancient and medieval China. It is conveniently divided into three separate parts, the present volume, IV:1, dealing with physics as such, IV:2 with mechanical engineering and IV:3 with civil engineering and nautics.



Author: art_links / Date: 23-07-2014, 18:52 / Comments: 0

Physics for Game Developers

Physics for Game Developers

Physics for Game Developers by David M. Bourg
O'Reilly Media | Nov 15 2001 | ISBN: 0596000065 | Pages: 336 | PDF | 3.93 MB

Colliding billiard balls. Missile trajectories. Cornering dynamics in speeding cars. By applying the laws of physics, you can realistically model nearly everything in games that bounces around, flies, rolls, slides, or isn't sitting still, to create compelling, believable content for computer games, simulations, and animation. Physics for Game Developers serves as the starting point for enriching games with physics-based realism.



Author: art_links / Date: 2-08-2014, 10:32 / Comments: 0

jQuery UI Widgets[UL, FO, UD]

jQuery UI Widgets[UL, FO, UD]

jQuery UI Widgets
duration : 33m 53s | Video: AVC (.mp4) 960x540 15fps | Audio: AAC 48KHz 1ch | 83 MB
Genre: eLearning | Level: Intermediate | Language: English | released : Nov 11, 2013


Despite the possibilities offered in HTML5, there's still a call for customizable widgets that can be used in websites and web apps. jQuery UI, a popular plugin for jQuery, is here to answer that call.



Author: tulip_flower / Date: 18-07-2014, 22:40 / Comments: 0

Cosmology and Particle Astrophysics

Cosmology and Particle Astrophysics
Xiao-Gang He, ?Kin-Wang Ng - Cosmology and Particle Astrophysics
Published: 2003-04 | ISBN: 9812382844 | PDF | 341 pages | 21 MB

The 2002 International Symposium on Cosmology and Particle Astrophysics (CosPA2002) was held from 31 May to 2 June 2002, in Taipei, Taiwan. The topics covered during the symposium included: (1) CMB physics - SZ surveys, polarizations, large-scale structures, gravitational lensing, and data analysis; (2) dark energy and dark matter - dark matter physics, quintessence and the cosmological constant; (3) cosmology of ultra high energy cosmic rays; and (4) inflation and new physics - inflation, noncommutative geometry, branes and extra dimensions.



Author: mrkei / Date: 9-08-2014, 18:06 / Comments: 0

Taking Your Modeling Skills to the Next Level in Rhino

Taking Your Modeling Skills to the Next Level in Rhino

Taking Your Modeling Skills to the Next Level in Rhino
English | Size: 1,28 GB
Category: Digital Tutors

Throughout these lessons we?ll cover many different techniques that are fundamental to successful modeling in Rhino. This tutorial will serve as an expansion of already existing skill set in Rhino, with tips to take your models to the next level of professionalism. We?ll cover topics such as, shelling, draft angles, production considerations, advanced chamfers and fillets, advanced and organic surfacing, and surface editing.



Author: hannibal / Date: 3-08-2014, 16:46 / Comments: 0

Oreilly - Great CSS Level 1

Oreilly - Great CSS Level 1

Oreilly - Great CSS Level 1
English | Size: 572 MB
Category: TUTORIALS

Great CSS: Level 1 will lay the foundation for getting started with CSS. Once you've finished the course you'll have all the tools you need to turn a plain website into a masterpiece. Even beyond the basics you'll learn how professional web designers utilize CSS, honing in on some of the overlooked features that will make you fall in love CSS.




Author: dinhminh1984 / Date: 25-07-2014, 13:13 / Comments: 0

An Architectural Approach to Level Design

An Architectural Approach to Level Design
An Architectural Approach to Level Design by Christopher W. Totten
English | 2014 | ISBN: 1466585412 | 469 pages | PDF | 16 MB

Explore Level Design through the Lens of Architectural and Spatial Experience Theory
Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design.



Author: mrkei / Date: 6-08-2014, 04:36 / Comments: 0

Oxford University Press- Tom Hutchinson - Lifetime Level 2

Oxford University Press- Tom Hutchinson - Lifetime Level 2

Oxford University Press- Tom Hutchinson - Lifetime Level 2 [1 DVD - VOB]
DVD5 | Lang: English | MPEG, @8240 kbps | NTSC 16:9 (720x480) VBR | 2.73 GB
Audio: LPCM, 1536 kb/s (2 ch)
Genre: Languages, Accents


Presents a three-level video comedy-drama for elementary, pre-intermediate, and intermediate students. Each level consists of seven episodes with a language focus, and an emphasis on communication. At each level the video is supported by a student's book and a teacher's book."



Author: jackiebi / Date: 18-07-2014, 13:49 / Comments: 0

Physics of Schottky Electron Sources Theory and Optimum Operation

Physics of Schottky Electron Sources Theory and Optimum Operation
Physics of Schottky Electron Sources: Theory and Optimum Operation by Merijntje Bronsgeest
English | 2014 | ISBN: 9814364797 | ISBN-13: 9789814364799 | 266 pages | PDF | 12 MB

The Schottky electron emitter is a predominant electron-emitting source in todays electron beam equipment. This book comprehensively covers the Schottky emitter, dealing with its theoretical as well as practical aspects.



Author: mrkei / Date: 6-08-2014, 05:02 / Comments: 0

Digital Tutors - Asset Workflows for Modular Level Design

Digital Tutors - Asset Workflows for Modular Level Design
Digital Tutors - Asset Workflows for Modular Level Design
English | Size: 3,15 GB
Category: Digital Tutors

In this series of tutorials, we will discuss the process for creating assets for use in Modular Level Design. We will start off by planning out a texture sheet using reference. In this phase we'll discuss the importance of building a solid texture sheet that is flexible to accommodate most geometry. After that we will set up our Photoshop document by creating a grid that blocks out our texture space. Then we'll jump into creating several textures that will be utilized by our modular assets.After we've completed our texture sheet, we'll jump into creating geometry by making a simple wall and we'll gradually build up our set by combining and modifying our geometry.



Author: posterhd / Date: 15-07-2014, 17:32 / Comments: 0