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IBM WebSphere Application Server 8.0 administration guide /

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Robinson, Steve
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, UK : Packt Pub., 2011.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)
Tabla de Contenidos:
  • Cover; Copyright; Credits; About the Authors; Acknowledgement; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Installing Irrlicht; Irrlicht license; System requirements; Time for action
  • downloading Irrlicht; Contents of the Irrlicht package; bin folder; doc folder; examples folder; lib folder; include folder; media folder; source folder; tools folder; Text files; Irrlicht on Windows with Visual Studio; Time for action
  • adding file references; Project-specific configuration; Compiling Irrlicht as a dynamic library using Visual Studio; For 64-bit Windows.
  • Installing Microsoft's DirectX SDKTime for action
  • compiling Irrlicht as a dynamic library; Time for action
  • compiling the Irrlicht dynamic library; with modifications; Additional configurations; Building an example with Visual Studio; Time for action
  • building an Irrlicht example; Using Irrlicht with CodeBlocks; Time for action
  • creating an application using the; CodeBlocks wizard; CodeBlocks under Linux; Irrlicht on Linux; Time for action
  • compiling the static library; Making Irrlicht available on the whole system; Time for action
  • compiling ""Hello World"" on Ubuntu.
  • Irrlicht on Mac OS X with XcodeTime for action
  • compiling the static library on Mac OS X; Time for action
  • compiling Hello World project with Xcode; Summary; Chapter 2: Creating a Basic Template Application; Creating a new empty project; Visual Studio; CodeBlocks; Linux and the command line; Xcode; Time for action
  • creating the main entry point; Using Irrlicht namespaces; Irrlicht device; Time for action
  • creating an Irrlicht device; The createDevice method; The game loop
  • Time for action
  • creating the game loop
  • beginScene; endScene; Summary; Chapter 3: Loading Meshes.
  • What is a mesh?Time for action
  • loading a mesh; Differences between mesh formats; OBJ; MD2/MD3; COLLADA; X; Using textures; Time for action
  • applying texture to a mesh; Time for action
  • manipulating our mesh; Time for action
  • animating our mesh; Summary; Chapter 4: Overlays and User Interface; What is an overlay?; Time for action
  • drawing a 2D image; Using a sprite sheet; Time for action
  • using a sprite sheet; Making sprite sheets; Time for action
  • making sprite sheets; Drawing primitives; Time for action
  • drawing primitives; Rectangles; Polygons; Lines; Graphical user interface.
  • Displaying text on the screenTime for action
  • displaying text on the screen; Using the Irrlicht font tool; Time for action
  • using the Irrlicht font tool; Adding buttons to our GUI; Time for action
  • adding buttons to your GUI; Summary; Chapter 5: Understanding Data Types; Using C++ templates; What are templates?; Using templates; Time for action
  • Using templates; Type definitions; Class types; video::SColor; video::SColorf; core::rect; core::dimension2d; core::array; core::list; Vectors; Dot product; Cross product; Magnitude (length); Unit vector; Normalization; Direction vector.
  • Time for action
  • Moving a ball.