OpenLLM-France/wikimedia huggingface dataset:
# GLSL Programming/Unity/Two-Sided Smooth Surfaces

This tutorial covers two-sided per-pixel lighting (i.e. two-sided Phong shading).
Here we combine the per-pixel lighting discussed in Section “Smooth Specular Highlights” with the two-sided lighting discussed in Section “Two-Sided Surfaces”.

### Shader Coder

The required changes to the code of Section “Smooth Specular Highlights” are: new properties for the back material, deactivation of culling, new local variables for the material parameters in the fragment shader, which are set either to the front material parameters or the back material parameters according to gl_FrontFacing. Also, the surface normal vector is negated in case a back face is rendered. It's actually quite straightforward. The code looks like this:
As always, the only difference between the two passes is the lack of ambient lighting and the additive blending in the second pass.

### Summary

Congratulations, you have reached the end of this short tutorial. We have seen:
* How two-sided surfaces can be rendered with per-pixel lighting.

### Further Reading

If you still want to know more
* about the shader version for single-sided per-pixel lighting, you should read Section “Smooth Specular Highlights”.
* about the shader version for two-sided per-vertex lighting, you should read Section “Two-Sided Surfaces”.
< GLSL Programming/Unity
# English-Hanzi/Atlantic Ocean

Special:search/Atlantic Ocean prefix:English-Hanzi/
Atlantic Ocean is the ocean surrounded by Europe, Africa, Southern Ocean, South America, and North America.
大西洋 是 被 欧洲，非洲，南大洋，南美洲，和 北美洲 所 包围 的 海洋。
# English-Hanzi/Atmosphere

Atmosphere is the air around the Earth.
大气 是 地球 周围的 空气。
# English-Hanzi/August

August is the eighth month of a year.
八月 是 一年 的 第八个 月。
# English-Hanzi/Astronomy

Astronomy is a natural science. It is the study of everything outside the atmosphere of Earth.
It studies celestial objects (such as stars, galaxies, planets, moons, asteroids, comets and nebulae) and processes (such as supernovae explosions, gamma ray bursts, and cosmic microwave background radiation). This includes the physical and chemical properties of these objects and processes.
天文学 是 一门 自然科学。它是 研究 地球 大气层 以外的 一切事物。
它 研究 天体（如 恒星，星系，行星，月球，小行星，彗星 和 星云）和 过程（如 超新星爆炸，gamma射线爆发 和 宇宙微波背景辐射）。这 包括 这些 物体 和 过程的 物理 和 化学的 特性。
# English-Hanzi/Atom

An atom is the basic unit that makes up all matter. There are many different types of atoms, each with its own name, mass and size. These different atoms are called chemical elements. The chemical elements are organized on the periodic table. Examples of elements are hydrogen and gold.
原子 是 组成 所有 事物 的 基本 单位。有 许多 不同 类型 的 原子，每个 都有 自己的 名字，质量 和 大小。这些 不同 的 原子 被 称为 化学元素。化学元素 在 周期表 中 列出。元素 的 例子 有 氢 和 金。
# English-Hanzi/Atomic number

The atomic number (symbol: Z) of an atom is the number of protons in the nucleus of the atom. The atomic number of an atom identifies which element it is. In a neutral atom, the atomic number is equal to the number of electrons orbiting the nucleus. The elements of the periodic table are listed in order of increasing atomic number.
原子的 原子序数（符号：Z）是 原子核中的 质子数。原子的 原子序数 标识 它是 哪个 元素。在 中性原子中，原子序数 等于 围绕 原子核的 电子数。元素周期表的 元素 按 原子序数 增加的 顺序 列出。
# English-Hanzi/Atomic nucleus

The nucleus is the center of an atom. It is made up of nucleons called (protons and neutrons) and is surrounded by the electron cloud.
原子核 是 原子的 中心。它由 称为（质子 和 中子）的 核子 组成，被 电子云 包围。
# English-Hanzi/Astronomical object

Astronomical object refers to something that astronomy studies. It may be any body or structure in the observable universe. This includes objects like nebulae, star clusters, galaxy clusters, galaxies, stars, protostars, planets, satellites, comets, asteroids. Objects on the Earth are not usually included, except recently landed meteorites.
天体 是指 天文学研究的 物体。它 可能是 可观察的 宇宙中的 任何 物体 或 结构。这 包括 星云，星团，星系团，星系，恒星，原恒星，行星，卫星，彗星，小行星 等 物体。地球上的 物体 通常 不包括 在内，除了 近期 登陆的 陨石。
# 2D Games

Developing 2D games has been made quite a bit easier with the new Unity engine.
* Sprite Animation
* Camera
* Box2D

## Sprite Animation

Anime Studio

## Camera

Blah blah

## Box2D

Blah blah
# Mathematics and Physics

Many games need some understanding of vectors, matrices and related mathematical concepts. Also, physics plays a key role in quite a number of games. A quick introduction to the ideas involved can be found in the wikibook.
* Introduction
* Vectors and Matrices
* Collision Detection
* Ballistics
* Inverse Kinematics
* Character Animation
* Physics Engines

## References

* ↑ Game Creation with XNA, https://en.wikibooks.org/wiki/Game_Creation_with_XNA
# Audio and Sound

Every game needs audio and sounds. Good sound is a crucial part in a successful game. For this you need to learn to create sound and audio. Also finding free sounds is an important topic. Some of that information can be found in the wikibook.
* Introduction
* Creation
* Synthesizer
* Finding free Sounds

## References

* ↑ Game Creation with XNA, https://en.wikibooks.org/wiki/Game_Creation_with_XNA
# Game Creation with the Unity Game Engine

* Status: This class project is in its initial stage.
* This book is the result of the course 'Introduction to Programming with Unity', taught in the media engineering program at Technische Hochschule Nuremberg. It is a class project, hopefully turning into a real wikibook at some later point in time.
Preface

## Introduction

This class is an introduction into the Unity Game Engine. Before we can get started creating games, we need to install the necessary software and get our environment set up.
* Overview
* Installation
* Links

## Game 1: Vegan Island

A vegetarian is stranded on an island full of violent plants.

## Game 2: Cube Wars

Cubes vs spheres, it's a cruel world out there.

## Game 3: Xtreme Curling

World championships in curling, a two player game, who will win the world championship.

## Game Development

Here we start getting our hands dirty. Slowly we learn how to use Unity.
* Content
* Game Objects
* Cameras
* Assets Models Materials Textures
* Animation
* Scripting
* Collision Triggers
* GUI
* Terrain
* PhysiX nVidia

## 2D Games

Developing 2D games has been made quite a bit easier with the new Unity engine.
* Sprite Animation
* Camera
* Box2D

## Audio and Sound

Every game needs audio and sounds.

## Networking and Multiplayer

Multiplayer games are harder to create, but more fun to play.

## Mobile Development

Unity can also create games for mobile platforms like phones and tablets.

## Shaders

There is already an excellent wikibook on shaders with Unity, see the chapter on Unity in the wikibook Cg Programming

## Finalizing

Your game is ready, but some finishing touches maybe needed.
* Optimizing
* Deploy
* Debugging

## Additional Chapters

* Tips and Tricks
* Source Control
* Mathematics and Physics
* Artificial Intelligence
* Other

## Appendices

* Authors
* Licensing
# Game Creation with XNA/Resources
## Resources

Here we just want to collect resources and links, that wouldn't fit anywhere else, but still should not be forgotten:
Other Wikibooks about XNA:
* Creating a Simple 3D Game with XNA
Other Wikibooks about console platform development:
* GBA Development
* Xbox 360
* PSP Programming
* Nintendo Wii Programming (coming someday)
* N64 Programming
Other XNA resources:
* XNA Game Studio 4.0 http://msdn.microsoft.com/en-us/library/bb200104.aspx
* GameStateManagement / Menu – Code: http://create.msdn.com/en-US/education/catalog/sample/game_state_management
* Game State Management, http://create.msdn.com/en-US/education/catalog/sample/game_state_management
* Play Videos in XNA: http://klucher.com/blog/video-support-in-xna-game-studio-3-1/
Other:
* MyCSharp http://www.mycsharp.de/wbb2/
* "Revisiting Why XNA Is Not Totally Abandonware"
# Artificial Intelligence

Many games also need some form of simple artificial intelligence. A quick introduction to the ideas involved can be found in the wikibook Game Creation with XNA.
* Introduction
* Artificial Intelligence in Games
* AI Engines

## References

* ↑ Game Creation with XNA, https://en.wikibooks.org/wiki/Game_Creation_with_XNA
# Other

Anything you feel useful, but doesn't really fit into any of the other chapters, just put it here, so that it does not get forgotten.
# Source Control

Games usually are developed by teams. Very important for teams is source control. Here might be the place for a short introduction to your favorite source control system. A quick introduction to the idea behind source control systems can be found in the wikibook Introduction to Software Engineering.
# Tips and Tricks

Anything you learned and found to be really useful, any quirks of Unity, or any "Aha" effect, might be worthwhile sharing. So put it here under tips and tricks.
# Engineering Handbook/Physics/Radiation
## ElectroMagnetic Radiation

ElectroMagnetic Radiation when there exists an Electric Field perpendicular to a Magnetic Field
    $C=\lambda f$
    $E=hf=h{\frac {C}{\lambda }}$

## Nucleus Decay ElectroMagnetic Radiation

Any unstable nucleus when decay under the sun light exhibit
* Heat of Energy . $E=(m_{2}-m_{1})C^{2}$
* ElectroMagnetic Radiation . $E=hf=h{\frac {C}{\lambda }}$
# Engineering Handbook/Physics/Motion

    MotionLinearNon Linear Speed$v={\frac {s}{t}}$v(t) Acceleration$a={\frac {v}{t}}$$a={\frac {dv(t)}{dt}}$ Distance$S=vt=at^{2}$$s=\int v(t)dt$ Force$F=ma={\frac {mv}{t}}={\frac {p}{t}}$$a=m{\frac {dv(t)}{dt}}$ Work$W=Fs=Fvt=pv$$F\int v(t)dt$ Energy$E={\frac {W}{t}}=Fv=Fat=pa$${\frac {F}{t}}\int v(t)dt$ Pressure$a={\frac {F}{A}}$
# Engineering Statics
## Introduction to Statics

* Mechanics
* Basic Concepts
* Scalars and Vectors
* Newton's Laws
* Units
* Law of Gravitation
* Accuracy, Limits, and Approximations
* Problem Solving in Statics
* Chapter Review

## Force Systems

* Force
Two-Dimensional Force Systems
* Rectangular Components
* Moment
* Couple
* Resultants
Three-Dimensional Force Systems
* Rectangular Components
* Moment and Couple
* Resultants
* Chapter Review

## Equilibrium

* Engineering Statics/Equilibrium#Equilibrium in Two Dimensions
* System Isolation and the Free-Body Diagram
* Equilibrium Conditions
* Engineering Statics/Equilibrium#Equilibrium in Three Dimensions
* Equilibrium Conditions
* Chapter Review

## Structures

* Plane Trusses
* Method of Joints
* Method of Sections
* Space Trusses
* Frames and Machines
* Chapter Review

## Distributed Forces

Centers of Mass and Centroids
* Center of Mass
* Centroids of Lines, Areas, and Volumes
* Composite Bodies and Figures; Approximations
* Theorems of Pappus
Special Topics
* Beams - External Effects
* Beams - Internal Effects
* Flexible Cables
* Fluid Statics
* Chapter Review

## Friction

Frictional Phenomena
* Types of Friction
* Dry Friction
Applications of Friction in Machines
* Wedges
* Screws
* Journal Bearings
* Thrust Bearings; Disk Friction
* Flexible Belts
* Rolling Resistance
* Chapter Review

## Virtual Work

* Work
* Equilibrium
* Potential Energy and Stability
* Chapter Review

## Quizzes and Tests

* Quizzes
* Tests

## Appendices

* Conversion Factors
* SI Units Used in Mechanics
* Area Moments of Inertia
* Mass Moments of Inertia
* Selected Topics of Mathematics
* Useful Tables
# Engineering Handbook/Radiation
## Radiation

Radiation is a physical term used to describe the radiant heat energy release from an object

## Characteristics

    RadiationsExperimentsData Electric RadiationWave is being reflected back after hits a blocking object Magnetic RadiationWave is being transmitted at an angle of refraction Nuclear Decay RadiationWave travels through narrow opens

## Electromagnetic Radiation

Electromagnetic Radiation when there exists an Electric Field perpendicular to a Magnetic Field
    $C=\lambda f$
    $E=hf=h{\frac {C}{\lambda }}$

## Nucleus Decay Electromagnetic Radiation

Any unstable nucleus when decay under the sun light exhibit
* Heat of Energy . $E=(m_{2}-m_{1})C^{2}$
* Electromagnetic Radiation . $E=hf=h{\frac {C}{\lambda }}$
# Engineering Statics/Appendices/Conversion Factors
## U.S. Customary Units to SI Units

| To convert from | To | Multiply by |
| ft/sec^2 | m/s^2 | $3.048\times 10^{-1*}$ |
| in/sec^2 | m/s^2 | $2.54\times 10^{-2*}$ |
| ft^2 | m^2 | $9.2903\times 10^{-2}$ |
| in^2 | m^2 | $6.4516\times 10^{-4*}$ |
| lbm/in^3 | kg/m^3 | $2.7680\times 10^{4}$ |
| lbm/ft^3 | kg/m^3 | $1.6018\times 10$ |
| kip (1000 lb) | N | $4.4482\times 10^{3}$ |
| lb | N | $4.4482$ |
| ft | m | $3.048\times 10^{-1*}$ |
| in | m | $2.54\times 10^{-2*}$ |
| mi (U.S. statute) | m | $1.6093\times 10^{3}$ |
| mi (international nautical) | m | $1.852\times 10^{3*}$ |
| lbm | kg | $4.5359\times 10^{-1}$ |
| slug (lb-sec^2/ft) | kg | $1.4594\times 10$ |
| ton (2000 lbm) | kg | $9.0718\times 10^{2}$ |
| lb-ft | N-m | $1.3558$ |
| lb-in | N-m | $0.11298$ |
| in^4 | m^4 | $41.623\times 10^{-8}$ |
| lb-ft-sec^2 | kg-m^2 | $1.3558$ |
| lb-sec | kg-m/s | $4.4482$ |
| lb-ft-sec | kg-m^2/s | $1.3558$ |
| ft-lb/min | W | $2.2597\times 10^{-2}$ |
| hp (550 ft-lb/sec) | W | $7.4570\times 10^{2}$ |
| atm (14.7 lb/in^2) | N/m^2 or Pa | $1.0133\times 10^{5}$ |
| lb/ft^2 | N/m^2 or Pa | $4.7880\times 10$ |
| lb/in^2 or psi | N/m^2 or Pa | $6.8948\times 10^{3}$ |
| lb/in | N/m | $1.7513\times 10^{2}$ |
| ft/sec | m/s | $3.048\times 10^{-1*}$ |
| knot (nautical mi/hr) | m/s | $5.1444\times 10^{-1}$ |
| mi/hr | m/s | $4.4704\times 10^{-1*}$ |
| mi/hr | km/h | $1.6093$ |
| ft^3 | m^3 | $2.8317\times 10^{-2}$ |
| in^3 | m^3 | $1.6387\times 10^{-5}$ |
| BTU | J | $1.0551\times 10^{3}$ |
| ft-lb | J | $1.3558$ |
| kw-h | J | $3.60\times 10^{6*}$ |
| * Exact value |
# Engineering Tables

This collection is a shared appendix with tables for use in books on engineering, math and science. It is used by various other books on the site. These pages should not be used "as is", but should be transcluded into other pages. Subpages should contain tables or shared resources, and do not require navigational or aesthetic improvements.

## Integral Transforms

* Laplace Transform Table
* Laplace Transform Table 2
* Laplace Transform Properties
* Fourier Transform Table
* Fourier Transform Table 2
* Fourier Transform Properties
* DTFT Transform Table
* DTFT Transform Properties
* DFT Transform Table
* DFT Transform Properties
* Z Transform Table
* Z Transform Properties
* Star Transform Table
* Star Transform Properties
* Hilbert Transform Table

## Mathematical Tables

* Properties of Integrals
* Table of Integrals
* Properties of Derivatives
* Table of Derivatives
* Table of Infinite Sums
* Trigonometric Identities
* Vector Operations

## Statistical Tables

* Normal Distribution
* Student's T-Distribution
* Chi-Squared Distribution
* F Distibution

## Mechanical Engineering

* Metric Threads
* International Tolerance (IT) grades

## Electrical and Electronic Engineering

* Electronic colour codes
* Device pinouts
* Standard Wire Gauge
* American Wire Gauge
* Linear op-amp configurations (for future use in Electronics Handbook/Circuits/Operational Amplifier Configurations, Electronics/Op-Amps/Linear Configurations, etc.)
* Non-linear op-amp configurations (for future use in Electronics Handbook/Circuits/Operational Amplifier Configurations, Electronics/Op-Amps/Non Linear Configurations, etc.)

## Computer Engineering

* ASCII Table - Control Characters
* ASCII Table - Printable Characters
* ASCII Table - Extended ASCII Characters

## Books That Use These Tables

This is a listing of books that make use of one or more of the resources here. Do not edit/remove the resources here without first checking for dependencies in the books below.
* Circuit Theory
* Control Systems
* Digital Signal Processing
* Engineering Analysis
* Signals and Systems
* Waves
# Georgia Water/Best Practices/Planning/Definitions

Definition of Terms
* Baseline inventory -
* Benefits -
* Constraints (planning constraints) -
* Constraints (study constraints) -
* Combinability (of plan options) -
* Costs -
* Dependency (of plan options) -
* Federal interest -
* Formulation criteria (plan formulation criteria) -
* Increments (of plan options)
* Measures (plan options) -
* Measures (quantification) -
* NED (national economic development) -
* Objectives (planning objectives) -
* Objectives (study objectives) -
* Plans -

### References

* USACE Institute of Water Resources, Plan formulation training
# Georgia Water/Best Practices/Simulation
### River Basin Models

* RiverWare (commercial, about $3000 USD academic use)
* Water Evaluation and Planning System (WEAP, commercial, about $1000 USD academic use)
* MIKE Basin (commercial, about $3000 EUR)
* RIBASIM (River Basin Simulation Model, commercial)

### Hydrology Models

* List of models

### Statistical Models

* List of models

### Training Courses

See section on Education.
# Georgia Water/Best Practices/Wastewater/Decentralized Systems

Decentralized Wastewater Systems
# Georgia Water/Best Practices/Planning/Formulation
## Plan Formulation Policy

    "It is fundamental to the (USACE) planning process to investigate the full range of solutions to problems, and to develop comprehensive solutions to problems." Policy

## Plan Formulation Methods

A Catalog of Potential Solutions to consider in formulating the composite plan has been developed by the Institute for Water Resources.

## Plan Formulation Criteria

       Completeness - "the extent to which an alternative plan provides and accounts for all necessary investments and other actions to ensure the realization of all planned effects."
       Effectiveness - "the extent to which an alternative plan alleviates the specified problems and acheives the specified opportunities, as specified in the planning objectives."
       Efficiency - "the extent to which an alternative plan is the most cost effective means of alleviating the specified problems and realizing the specified opportunities as established in the planning objectives, consistent with protecting the nation's environment."
       Acceptability - "the workability and viability of the alternative plan with respect to acceptance by state and local entities and the public and compatibility with existing laws, regulations and public policies."

## Plan Designations

This is a list of the types of plans identified in the federal (USA) legislation indicated Designations.
* NED Plan - national economic development plan (P&G)
* NER Plan - National ecosystem restoration plan
* NED/NER Plan
* LPP - locally preferred plan
* LEDPA Plan - least environmentally damaging practicable alternative plan (US Clean Water Act)
* Non-structural Plan (WRDA 86)
* Reasonable & Prudent Alternative (ESA)
* Environmentally Preferred Plan (NEPA)
* No Action Plan (NEPA)

## Plan Cost Allocation and Apportionment

The plan formulation includes the specification of "who implements what" and "who pays for what". The preferred USACE method of cost allocation is SCRB (separable cost-remaining benefits), adopted by interagency agreement (March, 1954) and reaffirmed by Water Resources Directory/U.S. Army Corps of Engineers/ER 1105-2-100. (SCRB Method) "Cost allocation is the process of equitably distributing project costs among the project purposes." of Definitions

## References

Plan Formulation Workshop by U.S. Army Corps of Engineers, Institute for Water Resources.
# Georgia Water/Best Practices/Planning/Regional

Integrated Regional Water Resources Planning
The purpose of the planning process is to identify the "best" plan, using a fair procedure for defining and formulating what is "best".
Planning is contentious because implemented plans will change the distribution of advantages and disadvantages (such as money and resource access) among various groups. Using a clearly outlined planning procedure that is recognized as fair by all affected groups can reduce contentiousness and improve the planning outcome.
This Best Practice page outlines recommended steps for a fair and effective water planning process. It is based on professional planning practice, as previously outlined in the "Principles and Guidelines" required for four federal (USA) agencies:
       "The planning process consists of a series of steps that identifies or responds to problems and opportunities associated with the stated objective and specific State and local concerns, and culminates in the selection of a recommended plan. The process involves an orderly and systematic approach to making determinations and decisions at each step so that the interested public and decision-makers can be fully aware of: the basic assumptions employed; the data and information analyzed; the areas of risk and uncertainty; the reasons and rationales used; and the significant implications of each alternative plan."

### Set Goals and Objectives

   * Visioning (imagining desired future scenarios)
   * Establish Criteria and measures of goal achievement

### Canvass Options

   * Designing water conservation component of water supply plan

### Formulate Alternatives

       (Includes steps to implement the alternative)

### Evaluate Effects

   * Identify pros-cons (types of effects to be considered)
   * Assess pros-cons and their probabilities (estimate magnitudes of the effects)
   * Appraise pros-cons (estimate importance or value of the effects)

### References

* Acknowledgment - This page uses the concepts, outline and much (verbatim) text from
       Economic and Environmental Principles and Guidelines for Water and Related Land Resources Implementation Studies, U.S. Water Resources Council, Federal Register, March 10, 1983.
* "Review Procedures for Water Resources Project Planning," Panel on Peer Review, Committee to Assess the U.S. Army Corps of Engineers Methods of Analysis and Peer Review for Water Resources Project Planning, National Research Council (USA), 2002.
* "U.S. Army Corps of Engineers Water Resources Planning: A New Opportunity for Service", Coordinating Committee, Committee to Assess the U.S. Army Corps of Engineers Methods of Analysis and Peer Review for Water Resources Project Planning, National Research Council (USA), 2004.
* Websites for Futures Research
# Georgia Water/External Links

* Rivers, Lakes, Aquifers
* People
* Colleges
* Organizations
* Education and Training
* Research and Science
* Major Water Projects
* Technical Assistance
* Data and Maps
* News and Calendar
* History and Culture
* Library
# Georgia Water/External Links/Assistance
## Technical or Planning Assistance
### Community Planning

* Resource teams to aid communities in planning for quality growth, Georgia Department of Community Affairs with links to over 100 tools for community planning.

### Environmental Management

* Economic Development Institute at Georgia Tech - "The U.S. Environmental Protection Agency (EPA) has named Georgia Tech’s Center for International Standards and Quality (CISQ) one of eight Local Resource Centers for Environmental Management Systems .... (to) help local agencies adopt environmental management systems to improve their overall environmental performance and meet environmental goals." See also: example application for Barrow County, Georgia.

### National Park Service

* NPS Rivers, Trails and Conservation Assistance Program The Rivers & Trails Program "staff provide technical assistance to community groups and local, State, and federal government agencies so they can conserve rivers, preserve open space, and develop trails and greenways."

## Financial Assistance
### Georgia state programs

Methods for counties and cities to raise funds:
* Business Improvement District (BID)
* Community Improvement District (CID)
* Homestead Option Sales Tax
* Local Option Sales Tax (LOST)
* Special Purpose Local Option Sales Tax
* Tax Allocation District
* (proposed) Senate Bill 414

### US Department of Agriculture

USDA funding in Georgia, 1995-2004, by program.

### U.S. Army Corps of Engineers

   * Section 22 - Planning Assistance to States