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A unique look at Christian biblical interpretation and theology from the perspective of Native American tradition. This book focuses on four specific experiences of Jesus as portrayed in the synoptic gospels. It examines each story as a “vision quest,” a universal spiritual phenomenon, but one of particular importance within North American indigenous communities. Jesus’ experience in the wilderness is the first quest. It speaks to a foundational Native American value: the need to enter into the “we” rather than the “I.” The Transfiguration is the second quest, describing the Native theology of transcendent spirituality that impacts reality and shapes mission. Gethsemane is the third quest. It embodies the Native tradition of the holy men or women, who find their freedom through discipline and concerns for justice, compassion, and human dignity. Golgotha is the final quest. It represents the Native sacrament of sacrifice (e.g., the Sun Dance). The chapter on Golgotha is a discussion of kinship, balance, and harmony: all primary to Native tradition and integral to Christian thought.
Basics of Game Design is for anyone wanting to become a professional game designer. Focusing on creating the game mechanics for data-driven games, it covers role-playing, real-time strategy, first-person shooter, simulation, and other games. Written by a 25-year veteran of the game industry, the guide offers detailed explanations of how to design t
First published in 1999. Routledge is an imprint of Taylor & Francis, an informa company.
Genres of Emergency offers literary genre as a way to understand and negotiate the varied states of emergency and crisis that have become a fixture of our contemporary world. Building on a critical study of the literature written during and about the State of Emergency declared by Prime Minister Indira Gandhi in India (1975 - 1977), the study establishes emergency and its genres as an important interpretative site: an exceptionally violent episode marked as a one-off crisis, which also functions as a locus for an ongoing renegotiation of a modern polity and culture. Reading a wide-ranging archive of English-language texts - from prison memoir to popular magazine, from high-brow literary fiction to boilerplate thriller, from the unrelentingly realistic to the mythically allegorical - Genres of Emergency traces the tension between crisis and continuity that these genres mediate. In addressing this tension, the authors of Emergency fiction take seriously the genres in which they write and use them to mobilize literary conventions as political interventions. More specifically, these novels use the conventions of realism, epic, allegory, and the thriller to reach back in time and across cultures and languages, invoking past iterations of these genres and histories and anticipating those to come. Combining literary criticism with cultural history, Genres of Emergency thus has implications for the study of literary genre, for the historical events that these genres recount, and for understanding the politics of literary form.
Computer simulation models a real-life or hypothetical situation on a computer to study how the system works. System Simulation and Modelingdiscusses system modeling and simulation through examples and applications from computer systems, statistics, manufacturing and insurance. It discusses materials for building a simulation model, evaluating results and taking decisions based on results. Also, Arena and step-by-step approach to convert a problem statement into an Arena simulation model are discussed along with commercially-available software on simulation like GPSS, SIMSCRIPT and DYNAMO.
Discover how to use the Unity game engine to its full potential for both 3D and 2D game development—from the basics of scripting to useful tricks in gameplay, behavior, and animation. With this problem-solving cookbook, you’ll get started in two ways: First, you’ll learn about the Unity game engine through brief recipes that teach specific features of the software and scripting systems. Second, you’ll apply a collection of snippets to address common gameplay scenarios, such as properly keeping score. Using our cookbook format, we pinpoint the problem, set out the solution, and discuss how to solve your problem in the best and most straightforward way possible. This book is ideal for beginning to intermediate Unity developers. You’ll find solutions for: 2D and 3D graphics Math, physics, and character control Animation and movement Behavior and AI Sound and music Input and gameplay Scripting and user interface