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The Gut Microbiome Bench to Table

Nutritional Guidelines for Athletic Performance The Training Table

Nutritional Guidelines for Athletic Performance The Training Table

Knowing the basic nutrition requirements and combining them with proper training are the two most important factors for athletes to achieve peak performance levels. Nutritional Guidelines for Athletic Performance: The Training Table addresses these needs on a comprehensive basis from a training table perspective. Offering practical guidelines for practitioners and athletes the book focuses on the key macronutrients that fuel daily metabolism and exercise training and explores differing needs for various athletes and their individual goals. Topics discussed include:General principles and physiology of caloric intake for all major macronutrients and how this pertains to both active and sedentary individualsEnergy demands and nutritional requirements for strength-power athletes and elite competitors in endurance sports Protein carbohydrate fat vitamin and mineral needs of athletesThe importance of optimal fluid and hydration during exerciseHow to determine body weight for a desired body fat percentage recommended calorie consumption dietary suggestions and useful meal planning tools for a wide variety of caloric needsThe difference between energy intake and energy expenditure and how athletes can eat to build muscle lose fat and optimize performanceScientific strategies on how to time exercise and food intake to more effectively replenish glycogen increase protein synthesis and blunt protein degradationHow the physiological changes that accompany aging change nutrient needs and guidelines for older athletes on maximizing performance and maintaining healthStructuring a diet containing appropriate amounts of macronutrients (protein carbohydrates and fat) and micronutrients (vitamins and minerals) can be a daunting task. This text adequately addresses how athletes can do so in an effe | Nutritional Guidelines for Athletic Performance The Training Table

GBP 59.99
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Mixing Audio Concepts Practices and Tools

Online Games Social Narratives

The Handbook of Integration

Foods & Nutrition Encyclopedia 2nd Edition Volume 1

Narrative Design for Mobile and Live Games

Concrete Masonry Designer's Handbook

The Fundamentals of C/C++ Game Programming Using Target-based Development on SBC's

The Fundamentals of C/C++ Game Programming Using Target-based Development on SBC's

This book is aimed at giving novice coders an understanding of the methods and techniques used in professional games development. Designed to help develop and strengthen problem solving and basic C/C++ skills it also will help to develop familiarity targeting and using fixed/restricted hardware which are key skills in console development. It allows the reader to increase their confidence as game programmers by walking them through increasingly involved game concepts while maintaining the understanding that despite the increased complexity the core methods remain consistent with the advancement of the technology; the technology only enhances the gaming experience. It also demonstrates underlying principles of game coding in practical step by step ways to increase exposure and confidence in game coding concepts. Key Features: Increases the confidence of new coders by demonstrating how to get things done. Introduces evolving projects to reinforce concepts both directly and indirectly that the reader will use to produce and then enhance the project. Provides tutorials on Graphics API’s that can be easily understood by a novice. Demystifies hardware used to gain new effects without blinding the user to the technical wizardry going on under the system. Gives a sense of achievement to the reader and pushes them toward improvement. | The Fundamentals of C/C++ Game Programming Using Target-based Development on SBC's

GBP 56.99
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A Concordance to Conrad's Victory

Adapted Wavelet Analysis From Theory to Software

International Trade Law Statutes and Conventions 2019-2021

Core Principles of Special and General Relativity

Pediatric Nutrition for Dietitians

The Video Games Textbook History • Business • Technology

The Video Games Textbook History • Business • Technology

The Video Games Textbook takes the history of video games to the next level. Coverage includes every major video game console handheld system and game-changing personal computer as well as a look at the business technology and people behind the games. Chapters feature objectives and key terms illustrative timelines color images and graphs in addition to the technical specifications and key titles for each platform. Every chapter is a journey into a different segment of gaming where readers emerge with a clear picture of how video games evolved why the platforms succeeded or failed and the impact they had on the industry and culture. Written to capture the attention and interest of students from around the world this newly revised Second Edition also serves as a go-to handbook for any video game enthusiast. This edition features new content in every chapter including color timelines sections on color theory and lighting the NEC PC-98 series MSX series Amstrad CPC Sinclair ZX Spectrum Milton Bradley Microvision Nintendo Game & Watch gender issues PEGI and CERO rating systems and new Pro Files and quiz questions plus expanded coverage on PC and mobile gaming virtual reality Valve Steam Deck Nintendo Switch Xbox Series X|S and PlayStation 5. Key Features Explores the history business and technology of video games including social political and economic motivations Facilitates learning with clear objectives key terms illustrative timelines color images tables and graphs Highlights the technical specifications and key titles of all major game consoles handhelds personal computers and mobile platforms Reinforces material with market summaries and reviews of breakthroughs and trends as well as end-of-chapter activities and quizzes | The Video Games Textbook History • Business • Technology

GBP 56.99
1

European Banking and Financial Law Statutes

Algebra Groups Rings and Fields

5G LTE Narrowband Internet of Things (NB-IoT)

Handbook of Biochemistry and Molecular Biology

The British Empire and the First World War

Packet Forwarding Technologies

Exploring Roguelike Games

Exploring Roguelike Games

Since 1980 in-the-know computer gamers have been enthralled by the unpredictable random and incredibly deep gameplay of Rogue and those games inspired by it known to fans as roguelikes. For decades this venerable genre was off the radar of most players and developers for a variety of reasons: deceptively simple graphics (often just text characters) high difficulty and their demand that a player brings more of themselves to the game than your typical AAA title asks. This book covers many of the most prominent titles and explains in great detail what makes them interesting the ways to get started playing them the history of the genre and more. It includes interviews playthroughs and hundreds of screenshots. It is a labor of love: if even a fraction of the author’s enthusiasm for these games gets through these pages to you then you will enjoy it a great deal. Key Features: Playing tips and strategy for newcomers to the genre Core roguelikes Rogue Angband NetHack Dungeon Crawl Stone Soup ADOM and Brogue The lost roguelikes Super Rogue and XRogue and the early RPG dnd for PLATO systems The Japanese console roguelikes Taloon’s Mystery Dungeon and Shiren the Wanderer Lesser-known but extremely interesting games like Larn DoomRL HyperRogue Incursion and Dungeon Hack Rogue-ish games that blur the edges of the genre including Spelunky HyperRogue ToeJam & Earl Defense of the Oasis Out There and Zelda Randomizer Interviews with such developers as Keith Burgun (100 Rogues and Auro) Rodain Joubert (Desktop Dungeons) Josh Ge (Cogmind) Dr. Thomas Biskup (ADOM) and Robin Bandy (devnull public NetHack tournament) An interview regarding Strange Adventures in Infinite Space Design issues of interest to developers and enthusiasts Author Bio: John Harris has bumped around the Internet for more than 20 years. In addition to writing the columns @Play and Pixel Journeys for GameSetWatch and developer interviews for Gamasutra he has spoken at Roguelike Celebration. John Harris has a MA in English Literature from Georgia Southern University. | Exploring Roguelike Games

GBP 44.99
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Systems Medicine Physiological Circuits and the Dynamics of Disease

Classical Thermodynamics of Fluid Systems Principles and Applications

Aaron Marks' Complete Guide to Game Audio For Composers Sound Designers Musicians and Game Developers

Aaron Marks' Complete Guide to Game Audio For Composers Sound Designers Musicians and Game Developers

Whether trying to land that first big gig or working to perfect the necessary skills to fill a game world with sound Aaron Marks’ Complete Guide to Game Audio 3rd edition will teach the reader everything they need to know about the audio side of the multi-million dollar video game industry. This book builds upon the success of the second edition with even more expert advice from masters in the field and notes current changes within the growing video game industry. The tools of the trade excerpts will showcase what professionals like Marty O’Donnell Richard Jacques and Tom Salta use to create their work and to help newcomers in the field prepare their own sound studios. Sample contracts are reviewed within the text as well as helpful advice about contractual terms and negotiable points. These sample contracts can also be found as a downloadable zip for the reader’s convenience. Aaron Marks also explores how to set your financial terms and network efficiently along with examples of how projects can go completely awry and achieving the best results in often complicated situations. Aaron Marks’ Complete Guide to Game Audio serves as the ultimate survival guide to navigating an audio career in the video game industry. Key Features New full color edition with a complete update of information. Added and expanded coverage of field recording for games creating voiceovers adaptive and interactive audio and other cutting edge sound creation and implementation techniques used within games. Update/Replacement of interviews. Include interviews/features on international game audio professionals New and expanded interview features from game composers and sound designers of every experience level such as Keith Arem Bradley Meyer Christopher Tin and Rodney Gates including many international professionals like Pasi Pitkanen Henning Nugel and Christos Panayides. Expanded and updated game console coverage of the Wii Wii U Xbox 360 Xbox One PS3 and PS4. Includes new scripting and middleware concepts and techniques and review of powerful tools such as FMOD and Wwise. | Aaron Marks' Complete Guide to Game Audio For Composers Sound Designers Musicians and Game Developers

GBP 46.99
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