OpenLLM-France/wikimedia huggingface dataset:
# About the book
## Foreword

This book is designed to teach people what video game design is, how video games work, and enable them to create them, from chumming up ideas and figuring out how to structure them to teaching them how a game engine can be designed to satisfy their requirements. You do not need any prior knowledge of video games to understand this book's subject, up to the implementation part that will expand upon game development techniques for many different types of media. Programming may not be required. Depending on what your goal is, you will need to understand how to program if you intend on going from design to production. You will also need to comprehend Object Oriented Programming to understand modular designs, and be able to understand C/C++ APIs, and have some basic 2D/3D graphics concepts like what a bitmap or a texture is and how they can be used. We will not deal with a specific API or programming language but C/C++ and ASM will be used for examples. The intention is to provide you with a broad vision of the possibilities available to create Video Games.

## Guide to Readers

This is a wikibook (en.wikibooks.org), as such you should learn a bit about what it is and how it does its magic.
The book is organized into different parts, but as this is a work that is always evolving, things may be missing or just not where they should be, you are free to become a writer and contribute to fix things up...

## Reader Comments

If you have comments about the technical accuracy, content, or organization of this document, please tell us (e.g. by using the "discussion" pages or by email). Be sure to include the section or the part title of the document with your comments and the date of your copy of the book. If you are really convinced of your point, information or correction then become a writer (at Wikibooks) and do it, it can always be rolled back if someone disagrees.

## Guide to Writers

Authors/Contributors should register if intending to make non-anonymous contributions to the book (this will give more value and relevance to your opinions and views on the evolution of the work and enable others to talk to you) and try to follow the structure. If you have major ideas or big changes use the discussion area; as a rule just go with the flow.

### Conventions

    A set of conventions have been proposed to adoption on this book, please read about them before you contribute any content on the book's talk page.

## Copyright Notice
### Authors

The following people are authors to this book:
    JC Leyba, Red revell infusion, Panic
You can verify who has contributed to this book by examining the history logs at Wikibooks (http://en.wikibooks.org/).
Acknowledgment is given for using some contents from other works like : Game Design and Programming, Making video games
# Video Game Design/About the Book/Foreword
## Foreword

This book is designed to teach people what video game design is, how video games work, and enable them to create them, from chumming up ideas and figuring out how to structure them to teaching them how a game engine can be designed to satisfy their requirements. You do not need any prior knowledge of video games to understand this book's subject, up to the implementation part that will expand upon game development techniques for many different types of media. Programming may not be required. Depending on what your goal is, you will need to understand how to program if you intend on going from design to production. You will also need to comprehend Object Oriented Programming to understand modular designs, and be able to understand C/C++ APIs, and have some basic 2D/3D graphics concepts like what a bitmap or a texture is and how they can be used. We will not deal with a specific API or programming language but C/C++ and ASM will be used for examples. The intention is to provide you with a broad vision of the possibilities available to create Video Games.

## Guide to Readers

This is a wikibook (en.wikibooks.org), as such you should learn a bit about what it is and how it does its magic.
The book is organized into different parts, but as this is a work that is always evolving, things may be missing or just not where they should be, you are free to become a writer and contribute to fix things up...

## Reader Comments

If you have comments about the technical accuracy, content, or organization of this document, please tell us (e.g. by using the "discussion" pages or by email). Be sure to include the section or the part title of the document with your comments and the date of your copy of the book. If you are really convinced of your point, information or correction then become a writer (at Wikibooks) and do it, it can always be rolled back if someone disagrees.

## Guide to Writers

Authors/Contributors should register if intending to make non-anonymous contributions to the book (this will give more value and relevance to your opinions and views on the evolution of the work and enable others to talk to you) and try to follow the structure. If you have major ideas or big changes use the discussion area; as a rule just go with the flow.

### Conventions

    A set of conventions have been proposed to adoption on this book, please read about them before you contribute any content on the book's talk page.
# Video Capture, Transcoding, and Authoring/Transcoding (Overview)

Transcoding involves editing software like Final Cut Pro, Avid, Nero and good specification of computers. Transcoding quality highly depend on computer hardware power.
Minimum pc hardware requirement:
Core i3 CPU; 2GB RAM; 100GB free hard disc space; DVD writer.
Recommended pc hardware:
Core i7 CPU ; 8-24GB of RAM; 500GB HDD free space; Higher model number of GTX Nvidia card or AMD Radeon HD graphic card; Blu ray burner.
For transcoding process minimum requirement there are older dual core cpu's can be used but due to heavy processing or transcoding operations a system stability decreases dramatically with the lower powered cpu hence the heavy computing can be crashed or some high definition videos might take days to finish processing.
# Video Game Design/About the Book/Authors
## Copyright Notice
### Authors

The following people are authors to this book:
    JC Leyba, Red revell infusion, Panic
You can verify who has contributed to this book by examining the history logs at Wikibooks (http://en.wikibooks.org/).
Acknowledgment is given for using some contents from other works like : Game Design and Programming, Making video games
# Video Capture, Transcoding, and Authoring/Editing (Overview)

EDITING

## Trimming

In the timely sequenced video set if any particular time segment or event segment needed to be cut out then an editor will analyze the starting frames of the cutting segment and end frames of the cutting segment and proceed with cut function of editor software to trim.

## Color correction

Color Grading techniques are typically used to improve the color accuracy of the shot. However, Color grading can also be used to add artistic effects, and enhance the emotional appeal of a scene.

## Applying Special Effects
### Temporal Effects

Slow Motion is a common effect where time appears to slow down, and is great for emphasizing a specific moment in a shot. Speed Ramping is another temporal effect that can be used to emphasize specific aspects of a shot.

### Crop Effects

A simple crop can be used to bring a subject into greater focus. Simple crops in the middle of a scene can be used to create a sudden, jarring transition, to bring focus to a detail. Crops can also be used to create jumps between multiple subjects in footage recorded with a single camera.
The Ken Burns effect is a useful effect in which a still image is continuously cropped, leading to a specific detail eventually occupying the whole scene. This is often used when video footage of an event is not available to create a sense of motion over

### Composting

Chroma key effects are useful for mixing multiple videos into a single video.
# VCE Physics/Unit 3/AoS 3

Jump to the main table of contents for this book

## Description from the Study Design

In this area of study students use Newton’s laws of motion to analyse relative motion, circular motion and projectile motion. Newton’s laws of motion give important insights into a range of motion both on Earth and beyond. At very high speeds, however, these laws are insufficient to model motion and Einstein’s theory of special relativity provides a better model. Students compare Newton’s and Einstein’s explanations of motion and evaluate the circumstances in which they can be applied. They explore the relationships between force, energy and mass.

## Comments

Some suitable comments.

## In This Area of Study

* Newton's laws
* Circular motion
* Energy and momentum
* Special relativity
# VCE Physics/Unit 2/AoS 1/Energy
## Introduction

In dynamics, we found a relationship between "impulse" and "momentum" as well as "work" and "kinetic energy". We'll explore these ideas further.
We'll introduce the concept of conservation of momentum and its application.
We'll relate kinetic energy to other forms of energy and introduce the concept of "conservation of energy" and we'll look at energy use over time (power) as well as the concept of "efficiency".

## Relevant dot points from the Study Design

* analyse impulse (momentum transfer) in an isolated system (for collisions between objects moving in a straight line): $I=\Delta p$
* investigate and analyse theoretically and practically momentum conservation in one dimension.
* apply the concept of work done by a constant force using:
** work done = constant force $\times$ distance moved in direction of force: $W=Fs$
** work done = area under force-distance graph
* investigate and analyse theoretically and practically Hooke’s Law for an ideal spring: $F=-k\Delta x$
* analyse and model mechanical energy transfers and transformations using energy conservation:
** changes in gravitational potential energy near Earth’s surface: $E_{g}=mg\Delta h$
** potential energy in ideal springs: $E_{s}={\tfrac {1}{2}}k\Delta x^{2}$
** kinetic energy: $E_{k}={\tfrac {1}{2}}mv^{2}$
* analyse rate of energy transfer using power: $P={\frac {E}{t}}$
* calculate the efficiency of an energy transfer system: $\eta ={\frac {\text{useful energy out}}{\text{total energy in}}}$
# VCE Physics/Unit 2/AoS 2
## Description from the Study Design

Modelling is a useful tool in developing concepts that explain physical phenomena that cannot be directly observed. In this area of study students develop conceptual models to analyse electrical phenomena and undertake practical investigations of circuit components. Concepts of electrical safety are developed through the study of safety mechanisms and the effect of current on humans. Students apply and critically assess mathematical models during experimental investigations of DC circuits

## In This Area of Study

Template:VCE Physics/Unit 2/AOS 2 TOC

## Comments about this Area of Study

The intention of these options is that students choose an option they are interested in and investigate it themselves. They can use the notes in each of these sections to help with this.
# VCE Physics/Unit 2/AoS 1/Forces
## Introduction

A force is a push or a pull.

## Relevant dot points from the Study Design

* model forces as vectors acting at the point of application (with magnitude and direction), labelling these forces using the convention ‘force on A by B’ or $F_{\text{on A by B}}=-F_{\text{on B by A}}$
* apply the vector model of forces, including vector addition and components of forces, to readily observable forces including the force due to gravity, friction and reaction forces
* apply Newton’s three laws of motion to a body on which forces act: netFam=, Fon A by B = –Fon B by A
* calculate torque: $\tau =r_{\perp }F$
* investigate and analyse theoretically and practically translational forces and torques in simple structures that are in rotational equilibrium.
# VCE Physics/Unit 3

Jump to the main table of contents for this book

## Description from the Study Design

In this unit students explore the importance of energy in explaining and describing the physical world. They examine the production of electricity and its delivery to homes. Students consider the field model as a construct that has enabled an understanding of why objects move when they are not apparently in contact with other objects. Applications of concepts related to fields include the transmission of electricity over large distances and the design and operation of particle accelerators. They explore the interactions, effects and applications of gravitational, electric and magnetic fields. Students use Newton’s laws to investigate motion in one and two dimensions, and are introduced to Einstein’s theories to explain the motion of very fast objects. They consider how developing technologies can challenge existing explanations of the physical world, requiring a review of conceptual models and theories. Students design and undertake investigations involving at least two continuous independent variables. A student-designed practical investigation related to waves, fields or motion is undertaken either in Unit 3 or Unit 4, or across both Units 3 and 4, and is assessed in Unit 4, Outcome 3. The findings of the investigation are presented in a scientific poster format as outlined in the template on page 13.

## Comments

Some text to go here.

## In This Unit
### Area of Study 1 : How do things move without contact?

Template:VCE Physics/Unit 3/AoS 1 TOC

### Area of Study 2 : How are fields used to move electrical energy?

Template:VCE Physics/Unit 3/AoS 2 TOC

### Area of Study 3 : How fast can things go?

* Newton's laws
* Circular motion
* Energy and momentum
* Special relativity
# VCE Physics/Unit 3/AoS 2
## Description from the Study Design

Twelve options are available for selection in Area of Study 2. Each option is based on a different observation of the physical world. One option is to be selected by the student from the following:
* What are stars?
* Is there life beyond Earth’s Solar System?
* How do forces act on the human body?
* How can AC electricity charge a DC device?
* How do heavy things fly?
* How do fusion and fission compare as viable nuclear energy power sources?
* How is radiation used to maintain human health?
* How do particle accelerators work?
* How can human vision be enhanced?
* How do instruments make music?
* How can performance in ball sports be improved?
* How does the human body use electricity?

## In This Area of Study

Template:VCE Physics/Unit 3/AOS 2 TOC

## Comments about this Area of Study

Comments to come.
# VCE Physics/Unit 3/AoS 1
## Description from the Study Design

In this unit students explore the importance of energy in explaining and describing the physical world. They examine the production of electricity and its delivery to homes. Students consider the field model as a construct that has enabled an understanding of why objects move when they are not apparently in contact with other objects. Applications of concepts related to fields include the transmission of electricity over large distances and the design and operation of particle accelerators. They explore the interactions, effects and applications of gravitational, electric and magnetic fields. Students use Newton’s laws to investigate motion in one and two dimensions, and are introduced to Einstein’s theories to explain the motion of very fast objects. They consider how developing technologies can challenge existing explanations of the physical world, requiring a review of conceptual models and theories. Students design and undertake investigations involving at least two continuous independent variables.
A student-designed practical investigation related to waves, fields or motion is undertaken either in Unit 3 or Unit 4, or across both Units 3 and 4, and is assessed in Unit 4, Outcome 3. The findings of the investigation are presented in a scientific poster format as outlined in the template on page 13.

## In This Area of Study

Template:VCE Physics/Unit 3/AOS 1 TOC

## Comments about this Area of Study

Comments to come.
# Van Dwelling/History

Throughout history there are accounts of nomads, people who are not tied down to any specific place. The nomadic lifestyle has never truly disappeared, though in many industrialized countries it has become quite uncommon. Van Dwelling allows those in industrialized areas to experience a nomadic lifestyle of sorts, without giving up all modern comforts or the mobility afforded by the automobile.
# Van Dwelling/Internet

Internet access is everywhere, so this is pretty easy to take care of. Membership at the local library will give you some time of free Internet access. If you have the money to patronize the business, many coffee shops and delis will have one or two computers for their customers to use.
If you can afford it, a laptop computer with WiFi support will allow you to get free internet at many chain stores, public libraries, etc. Purchasing a high gain directional wireless antenna can make it easier to acquire signals of Wi-Fi intended for public use.
The ultimate solution is a laptop with a satellite modem, enabling you to connect from anywhere in the world. However, this can cost some money, particularly with an ISP to deal with.
There are also some cellular Internet options that are increasingly cheap and fast.
# Van Dwelling/Introduction

Welcome to the Van Dwelling book. This book will cover all the information you will need to successfully live in your van or other vehicle on a part-time or full-time basis.
Let's start out with a few reasons why someone would want to live in their vehicle in the first place.

## Why live in your van full time?
### Save money on rent.

Housing costs take up the largest portion of most people's budgets. If you live in an expensive area, such as San Francisco or New York, housing costs can take up 50% or more of your total income, or even be beyond what an income provides. If you live in a van, you can slash housing costs dramatically. Even in cities like San Francisco or New York, it's possible to find a place to park your vehicle for free. Even if you decide to rent a space, the costs are low, and need not be more than $100.00/month.

### Save money on property taxes.

No property, no property taxes. Even if you still want to own a traditional home, you could buy an inexpensive home in a small community far from the city center. You could then live and work in the van in the city during the week, then commute to your place in the country on the weekends. Alternatively, you could live in your van full-time, until you save up enough to buy a house.

### Travel.

What do you want to do when you retire? Many people will say "I'd really like to travel." But why wait until you're too old and decrepit to travel? Vans can be parked almost anywhere. If you get tired of where you're living, all you have to do is put the van into gear, and go. You can follow the seasons, follow the band, follow your whims.

### Live your dreams.

Many people say "If I only had enough money I'd [write a screenplay, take acting lessons, travel]." Then they spend half their income paying rent, paying utility bills, buying furniture, and all the other accoutrements of fixed living. If you live in a van, most of those expenses can be dramatically reduced or eliminated. The money that would've gone to a house or car payment, could then be spent on making your dream a reality.

### See your friends.

As people have become more mobile, family and friends are often spread out over the country. Some friends/family you never see except at reunions or weddings. With a van, you can visit your far-flung friends much more often, and you can bet they'll always have big smiles on their faces when your park your van in front of their house.
# Van Dwelling/Laundry
## The special circumstances of keeping laundry clean while on the go.

While travel can be exciting, there are also challenges that come along with the fun. One of these challenges can be keeping clothes clean. Not only may clothes look dirty, microbes and bacteria may start to grow on clothes that are stained with food spills and sweat that comes from even the most basic daily activities. Dirt and bacteria also causes the fabric of clothing to break down more quickly, causing clothes to wear out sooner. Also, living in a small space (especially with other people), can sometimes make these smells seem overpowering, so keeping clothes clean may help prevent underlying irritability between travel partners. Also wearing clean clothes generally makes a person seem more acceptable to others.

### here are several solutions to keeping laundry clean while on the road.

* Many folks simply use local commercial laundromats available in most towns. Many truck stops also offer laundry facilities.
* Most newer campgrounds also have laundromats for guests' use.
* You could go "the natural way" and wash your items in a river or lake (be sure to use eco-friendly soap), or perhaps in a kiddie swimming pool or large bucket, then letting them dry on your vehicle, bushes, or on a rock.
* Camping supply stores offer choices of appliances to wash small loads of laundry. There are both electrical and non-powered options.
* Some people make homemade washers out of a five gallon bucket and a plunger; plans are available through a YouTube search.
# Van Dwelling/Meet the Van Dwellers

Sustain Design Studio -- Andy Thomson's Urban RV site, featuring the miniHome (an off-grid travel trailer based on his experience gleaned from vehicle dwelling for 6 years.
Carliving.info -- Romana S's Australian web page about living in cars, vans and campervans. Contains information much like this Wikibooks web site.
Vanabode - 700,000 mile veteran travel author shares advice
Vandogtraveller - living and travelling in a self built van – advice and van conversion info
# Van Dwelling/Equipment Checklists

Distilling various sources on the net:
* swallow your pride and buy cheap
* go to the salvage yard.
* go to Goodwill
* extreme cooler
* alcohol anti-bacterial gels
* cargo nets
* solar water bag (in front)
* safety pins
* extra keys
* camcorder
* 5 Gallon Bucket
* handiwipes
* extra garbage bags
* rechargeable batteries (Rayovac IC3)
* Solar cooking/"Volcano Stove"
* LED based flashlight
* passport
# Van Dwelling/Cooking

Fuel, water, and space are very limited in a van or small vehicle. Therefore, it can sometimes be a challenge to eat healthily on the road.
There are a wide variety of foods that can be eaten without cooking:
Fruit -- bananas, apples, oranges, grapefruit, grapes,
Vegetables -- broccoli, cauliflower, string beans, tomatoes, "spinach in a bag".
Breakfast cereals -- Advantages: convenient, tasty, portable, stores well for moderate lengths of time (a few months). Disadvantages: somewhat expensive, full of sugar (with a few exceptions).
Canned soup -- Canned soups are relatively inexpensive, durable, don't require refrigeration, and can be eaten cold or heated. Disadvantages: often high in salt, more expensive than self-prepared foods.
Tips to reduce fuel usage:
* Presoak beans and grains overnight before cooking. This will soften them up and reduce the time required for cooking.
* Use an insulated container to "slow cook" your food.
* Use waste engine heat. As Laren Corie writes: "Even the dash heater can put out temperatures high enough for a lot of cooking, if you build a frame to direct the air over and around the food or container." It is even possible to cook on the engine block. After running for any length of time, the engine block should be hot enough to cook on.

## Sprouts

Advantages of sprouts:
* Inexpensive
* Nutritious
* Easy to prepare
* Compact
* Require no cooking or heating
* Easy to find
Disadvantages:
* Require an ongoing water supply
* Require twice daily rinsing
* Some people don't like the taste