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|a UAMI
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1 |
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|a Miller, Tom.
|
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1 |
0 |
|a Beginning 3D game programming /
|c Tom Miller.
|
260 |
|
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|a Indianapolis, Ind. :
|b Sams,
|c ©2005.
|
300 |
|
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|a 1 online resource (418 pages)
|
336 |
|
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|a text
|b txt
|2 rdacontent
|
337 |
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|a computer
|b c
|2 rdamedia
|
338 |
|
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|a online resource
|b cr
|2 rdacarrier
|
588 |
0 |
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|a Print version record.
|
505 |
0 |
0 |
|g pt. I.
|t Introduction to Microsoft.NET --
|g Ch. 1.
|t Game development and managed code --
|g pt. II.
|t Introducing graphics, game 1 --
|g Ch. 2.
|t Planning your first game --
|g Ch. 3.
|t Understanding the sample framework --
|g Ch. 4.
|t Show something onscreen! --
|g Ch. 5.
|t Finishing up the support code --
|g Ch. 6.
|t Implementing the user interface --
|g Ch. 7.
|t Implementing the player and blocks --
|g Ch. 8.
|t Implementing the level object --
|g Ch. 9.
|t Putting the pieces together --
|g pt. III.
|t Basic math principles --
|g Ch. 10.
|t quick 3D-math primer --
|g pt. IV.
|t Intermediate graphics, peer to peer networking, game 2 --
|g Ch. 11.
|t Now let's really get started --
|g Ch. 12.
|t Developing a more advanced user interface --
|g Ch. 13.
|t Rendering a realistic tank --
|g Ch. 14.
|t sky? : a level? : the player! --
|g Ch. 15.
|t Ready, aim, fire! --
|g Ch. 16.
|t Playing alone isn't fun --
|g Ch. 17.
|t Finally, finishing tankers --
|g pt. V.
|t Advanced graphics, client/server networking, game 3 --
|g Ch. 18.
|t Adding special effects --
|g Ch. 19.
|t Building your own game --
|g Ch. 20.
|t programmable pipeline --
|g Ch. 21.
|t Controlling the level of detail --
|g Ch. 22.
|t Using render targets for effects --
|g Ch. 23.
|t Understanding the high-level shader language --
|g Ch. 24.
|t Performance considerations --
|g pt. VI.
|t Appendix --
|g App A.
|t Developing a level creator.
|
506 |
|
|
|3 Use copy
|f Restrictions unspecified
|2 star
|5 MiAaHDL
|
533 |
|
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|a Electronic reproduction.
|b [Place of publication not identified] :
|c HathiTrust Digital Library,
|d 2011.
|5 MiAaHDL
|
538 |
|
|
|a Master and use copy. Digital master created according to Benchmark for Faithful Digital Reproductions of Monographs and Serials, Version 1. Digital Library Federation, December 2002.
|u http://purl.oclc.org/DLF/benchrepro0212
|5 MiAaHDL
|
583 |
1 |
|
|a digitized
|c 2011
|h HathiTrust Digital Library
|l committed to preserve
|2 pda
|5 MiAaHDL
|
546 |
|
|
|a English.
|
590 |
|
|
|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
|
650 |
|
0 |
|a Computer games
|x Programming.
|
650 |
|
0 |
|a Three-dimensional display systems.
|
650 |
|
6 |
|a Jeux d'ordinateur
|x Programmation.
|
650 |
|
6 |
|a Affichage tridimensionnel.
|
650 |
|
7 |
|a three-dimensional.
|2 aat
|
650 |
|
7 |
|a Video games
|x Programming.
|2 fast
|0 (OCoLC)fst00872114
|
650 |
|
7 |
|a Three-dimensional display systems.
|2 fast
|0 (OCoLC)fst01150324
|
650 |
|
7 |
|a Engineering & Applied Sciences.
|2 hilcc
|
650 |
|
7 |
|a Computer Science.
|2 hilcc
|
776 |
0 |
8 |
|i Print version:
|a Miller, Tom.
|t Beginning 3D game programming.
|d Indianapolis, Ind. : Sams, ©2005
|w (DLC) 2004095062
|
856 |
4 |
0 |
|u https://learning.oreilly.com/library/view/~/0672326612/?ar
|z Texto completo (Requiere registro previo con correo institucional)
|
938 |
|
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|a Internet Archive
|b INAR
|n beginning3dgamep0000mill
|
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|a 92
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