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|b M37 2012eb
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|a 794.8/1526
|2 23
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|a UAMI
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|a Marucchi-Foino, Romain.
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|a Game and graphics programming for iOS and Android with OpenGL ES 2.0 /
|c Romain Marucchi-Foino ; technical editor, Effie C. Lee.
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260 |
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|a Chichester, West Sussex, U.K. :
|b Wrox/John Wiley & Sons,
|c 2012.
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300 |
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|a 1 online resource
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336 |
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|a text
|b txt
|2 rdacontent
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|a computer
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|a Develop graphically sophisticated apps and games today!The smart phone app market is progressively growing, and there is new market gap to fill that requires more graphically sophisticated applications and games. Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 quickly gets you up to speed on understanding how powerful OpenGL ES 2.0 technology is in creating apps and games for amusement and effectiveness. Leading you through the development of a realworld mobile app with live code, this text lets you work with all the best features and tools that Open GL ES 2.0 has to offer. Provides a project template for iOS and Android platformsDelves into OpenGL features including drawing canvas, geometry, lighting effects, character animation, and moreOffers explanation of fullfunction 2D and 3D graphics on embedded systemsAddresses the principal technology for hardwareaccelerated graphical renderingGame and Graphics Programming for iOS and Android with OpenGL ES 2.0offers important, needtoknow information if youre interested in striking a perfect balance between aesthetics and functionality in apps.
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|a Game and Graphics Programming for iOS and Android® with OpenGL® ES 2.0; Contents; Introduction; Chapter 1: Getting Started; Software Requirements; For iOS Developers; For Android Developers; Downloading the Book's SDK; Importing Projects; For iOS Developers; For Android Developers; The Template; Summary; Chapter 2: Setting Up Your Graphic Projections; The Three Basic Types of Projections; Orthographic 2D Projection; Program and Project Initialization; Vertex and Fragment Shader; Linking a Shader Program; The Drawing Code; Orthographic Projection; Getting Orthographic; Perspective Projection
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|a Adding Texture Support to Your Fragment ShaderBinding the Texture; Summary; Chapter 4: Building a Scene; Handling Multiple Objects; The Code Structure; Loading and Drawing the Scene; The Shaders Code; The Different Object Types; The Drawing Sequence; Fixing the Scene; Uber Shader; Using Your Uber Shader; Render Loop Objects Categorization; Double-Sided; Per-Pixel Lighting; Making the Vertex Shader Even Fatter; Getting the Fragment Shader More Uber; Wrapping up the Implementation; Summary; Chapter 5: Optimization; The Base App; Triangles to Triangle Strips; Building Triangle Strips
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|a Texture OptimizationAdding 16-Bit Texture Conversion; PVR Texture Compression; Faking Details; Bump Mapping Implementation; Precision Qualifiers Optimization; The Normal Map Lighting Calculation; Adding Specularity; Geometry and Shaders LOD; Texture Atlas; Managing States in Software; Automatic Shader Optimization; Summary; Chapter 6: Real-Time Physics; Types of Physical Objects; Physics Shapes; Using Bullet; Hello Physics; Collision Callbacks, Triggers, and Contacts; Contact-Added Callback; Near Callback; Contact Points; 2D Physics; More Shapes!; Building the Physical Objects
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|a Camera TrackingUser Interactions; The Game Logic; 3D Physics; The Bullet File Format; 3D Pinball Game; Summary; Chapter 7: Camera; Touch and Go!; The Camera Frustum; How to Build the Frustum; Frustum Clipping Implementation; More Clipping Functions; Camera Fly Mode; First-Person Camera with Collision Detection; 3D Camera Tracking; Third-Person Camera with Collision; Summary; Chapter 8: Pathfinding; Recast and Detour; Navigation; Creating the Navigation Mesh; 3D Physics Picking; Player's Auto Drive; Visualizing the Way Points; Catch Me If You Can!; Know Your Enemy; Game State Logic; Summary
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590 |
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
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630 |
0 |
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|a OpenGL.
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|a iOS (Electronic resource)
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|a Android (Electronic resource)
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|a IOS (Electronic resource) / Programming.
|2 blmlsh
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|a Android (Electronic resource) / Programming.
|2 blmlsh
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630 |
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|a OpenGL.
|2 blmlsh
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630 |
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|a Android (Electronic resource)
|2 fast
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630 |
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|a iOS (Electronic resource)
|2 fast
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630 |
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|a OpenGL
|2 fast
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650 |
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|a Video games
|x Programming.
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650 |
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|a Computer graphics.
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|a Three-dimensional display systems.
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|a Application software
|x Development.
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|a Mobile computing.
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|a Computer Graphics
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|a Jeux vidéo
|x Programmation.
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|a Infographie.
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|a Affichage tridimensionnel.
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|a Logiciels d'application
|x Développement.
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|a Informatique mobile.
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|a computer graphics.
|2 aat
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|a three-dimensional.
|2 aat
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|a Application software
|x Development
|2 fast
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650 |
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7 |
|a Video games
|x Programming
|2 fast
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650 |
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7 |
|a Computer graphics
|2 fast
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650 |
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7 |
|a Mobile computing
|2 fast
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650 |
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|a Three-dimensional display systems
|2 fast
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700 |
1 |
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|a Lee, Effie C.
|4 edt
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776 |
0 |
8 |
|i Print version:
|a Marucchi-Foino, Romain.
|t Game and graphics programming for iOS and Android with OpenGL ES 2.0.
|d Chichester, U.K. : John Wiley & Sons, 2012
|z 9781119975915
|w (OCoLC)758983925
|
856 |
4 |
0 |
|u https://learning.oreilly.com/library/view/~/9781119975915/?ar
|z Texto completo (Requiere registro previo con correo institucional)
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