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  1. 3D game engine design
    a practical approach to real-time computer graphics
    Erschienen: ©2007
    Verlag:  Elsevier Morgan Kaufmann, Amsterdam

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Volltext (URL des Erstveröffentlichers)
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780080917993; 0080917992; 9780122290633; 0122290631
    Auflage/Ausgabe: 2nd ed
    Schriftenreihe: Morgan Kaufmann series in interactive 3D technology
    Schlagworte: COMPUTERS / Image Processing; COMPUTERS / Digital Media / Graphics Applications; PHOTOGRAPHY / Techniques / Digital; TECHNOLOGY & ENGINEERING / Imaging Systems; Computer games / Programming; Computer graphics; Real-time data processing; Three-dimensional display systems; Jogos de computador; Computação gráfica; Hipermídia; Computer graphics; Computer games; Real-time data processing; Three-dimensional display systems; Computerspiel; Programmierung; Dreidimensionale Computergrafik
    Umfang: xxii, 1018 pages
    Bemerkung(en):

    CD-ROM contains project files for Microsoft Visual Studio (6.0, 7.0, 7.1, 8.0), project files for Apple's Xcode 2.3, and makefiles for Linux.--P. [4] of cover

    A major revision of the international bestseller on game programming! Graphics hardware has evolved enormously in the last decade. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. 3D Game Engine Design, Second Edition shows step-by-step how to make a shader-based graphics engine and how to tame the new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics - all challenging subjects for developers. * Revision of the classic work on game engines - the core of any game. * Includes Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. * Fully revised and updated in 4 colors, including major new content on shader programming, physics, and memory management for the next generation game consoles and portables

    Includes bibliographical references (pages 973-979) and index