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  1. The black art of multiplatform game programming
    Autor*in: Yamamoto, Jazon
    Erschienen: 2015; ©2015
    Verlag:  Cengage Learning, Boston, MA

    Cover -- Contents -- Foreword -- Introduction -- Chapter 1 Setting Up Your Workstation -- What Is a Video Game? -- What You Need to Know to Use This Book -- The Tools You Need to Get Started -- Revisiting the Companion Files -- Setting Up on Windows... mehr

    Hochschule Albstadt-Sigmaringen, Bibliothek Sigmaringen
    eBook Ebrary
    keine Fernleihe

     

    Cover -- Contents -- Foreword -- Introduction -- Chapter 1 Setting Up Your Workstation -- What Is a Video Game? -- What You Need to Know to Use This Book -- The Tools You Need to Get Started -- Revisiting the Companion Files -- Setting Up on Windows -- Step 1: Downloading a Compiler -- Step 2: Setting Up SDL -- Step 3: Configuring Code::Blocks -- Step 4: Creating a Project -- Setting Up on Linux (Ubuntu 12.04) -- Step 1: Setting Up SDL -- Step 2: Setting Up Eclipse -- Step 3: Creating a Project -- Step 4: Testing -- Summary -- Chapter 2 Entering the Digital Domain -- The Anatomy of a Window -- Creating a Window -- Going Fullscreen -- Drawing an Image -- SDL Surfaces -- Creating the Game Loop -- The SDL Event Subsystem -- Moving On to the Demo... -- Summary -- Exercises -- Chapter 3 Tapping Into the World of Graphics -- The Basics of Computer Graphics -- Understanding the Coordinate System -- SDL Surfaces -- Setting Individual Pixels -- Preparing to Access a Surface -- Modifying a Surface -- Drawing Simple Axis-Aligned Rectangles -- Drawing Solid Rectangles -- Drawing Hollow Rectangles -- On to the Demo -- Drawing a Moving Sprite -- Alpha Masking -- Alpha Masking Images -- Animating Images -- Loading Alternate Image Formats -- Drawing Raster Fonts -- The Text-Drawing Function -- Drawing Outline Fonts -- Regulating Frame Rate -- Summary -- Exercises -- Chapter 4 Interacting with the Matrix -- The Basics of Input -- The Event System -- Event-Based Mouse Input -- Event-Based Keyboard Input -- Buffered Input -- Summary -- Exercises -- Chapter 5 Blasting Music and Sound Effects -- The Basics of Audio -- Pitch -- Volume -- Timbre -- Understanding Digital Audio -- Using the SDL Mixer System -- Using Sound Effects -- Loading Sound Effects -- Playing Sound Effects -- Playing Music -- Loading Music Files -- Playing Music Files -- Summary -- Exercises.

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781305110397
    RVK Klassifikation: ST 324
    Auflage/Ausgabe: First edition (Online-Ausg.)
    Schriftenreihe: Game development
    Schlagworte: Computer games; Computer graphics
    Umfang: Online-Ressource (1 online resource (363 pages)), illustrations.
    Bemerkung(en):

    "A comprehensive guide to Windows and Linux game development with SDL"--Cover. - Description based on print version record

  2. The black art of multiplatform game programming
    a comprehensive guide to Windows and Linus game development with SDL
    Autor*in: Yamamoto, Jazon
    Erschienen: 2015
    Verlag:  Cengage Learning, Boston, Mass.

    Setting up your workstation -- Entering the digital domain -- Tapping into the world of graphics -- Interacting with the matrix -- Blasting music and sound effects -- Your first playable video game -- Rethinking the paddle game -- Designing a game... mehr

    Bibliotheks-und Informationssystem der Carl von Ossietzky Universität Oldenburg (BIS)
    inf 340 sdl DB 4339
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Württembergische Landesbibliothek
    64/15091
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Ostfalia Hochschule für angewandte Wissenschaften, Bibliothek
    189-22
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    Setting up your workstation -- Entering the digital domain -- Tapping into the world of graphics -- Interacting with the matrix -- Blasting music and sound effects -- Your first playable video game -- Rethinking the paddle game -- Designing a game engine -- Crafting levels with tile maps -- Forging worlds with scene management -- Inside the mass production zone with factories and scripts -- The final frontier -- SDL 2.0 and the future

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9781305110380; 1305110382
    Weitere Identifier:
    9781305110380
    RVK Klassifikation: ST 324
    Schriftenreihe: Game development
    Schlagworte: Computer games; Computer graphics
    Umfang: XXII, 338 S., Ill., graph. Darst., 24 cm
    Bemerkung(en):

    "A comprehensive guide to Windows and Linux game development with SDL"--Cover

    Setting up your workstationEntering the digital domain -- Tapping into the world of graphics -- Interacting with the matrix -- Blasting music and sound effects -- Your first playable video game -- Rethinking the paddle game -- Designing a game engine -- Crafting levels with tile maps -- Forging worlds with scene management -- Inside the mass production zone with factories and scripts -- The final frontier -- SDL 2.0 and the future.