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160329s2016 enka o 001 0 eng d |
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|a UMI
|b eng
|e rda
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|a 1259219689
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|a 9781783288205
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|a 1783288205
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|a 9781783288199
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|a (OCoLC)945654235
|z (OCoLC)1259219689
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|a CL0500000726
|b Safari Books Online
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|a 7AF3FED1-49F1-4FD2-8A14-B8D4809F0E36
|b OverDrive, Inc.
|n http://www.overdrive.com
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|a QA76.76.C672
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|a COM
|x 012040
|2 bisacsh
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|a 794.81526
|2 23
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|a UAMI
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100 |
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|a Madsen, Robert,
|e author.
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1 |
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|a OpenGL game development by example :
|b design and code your own 2D and 3D games efficiently using OpenGL and C++ /
|c Robert Madsen, Stephen Madsen.
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264 |
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|a Birmingham :
|b Packt Publishing,
|c 2016.
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300 |
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|a 1 online resource :
|b illustrations
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a text file
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|a Community experience distilled
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|a Online resource; title from PDF title page (EBSCO, viewed April 20, 2016).
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|a Includes index.
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|a Design and code your own 2D and 3D games efficiently using OpenGL and C++About This Book Create 2D and 3D games completely, through a series of end-to-end game projects Learn to render high performance 2D and 3D graphics using OpenGL Implement a rudimentary game engine using step-by-step codeWho This Book Is ForIf you are a prospective game developer with some experience using C++, then this book is for you. Both prospective and experienced game programmers will find nuggets of wisdom and practical advice as they learn to code two full games using OpenGL, C++, and a host of related tools. What You Will Learn Set up your development environment in Visual Studio using OpenGL Use 2D and 3D coordinate systems Implement an input system to handle the mouse and the keyboard Create a state machine to handle complex changes in the game Load, display, and manipulate both 2D and 3D graphics Implement collision detection and basic physics Discover the key components needed to complete a polished game Handle audio files and implement sound effects and musicIn DetailOpenGL is one of the most popular rendering SDKs used to develop games. OpenGL has been used to create everything from 3D masterpieces running on desktop computers to 2D puzzles running on mobile devices. You will learn to apply both 2D and 3D technologies to bring your game idea to life. There is a lot more to making a game than just drawing pictures and that is where this book is unique! It provides a complete tutorial on designing and coding games from the setup of the development environment to final credits screen, through the creation of a 2D and 3D game. The book starts off by showing you how to set up a development environment using Visual Studio, and create a code framework for your game. It then walks you through creation of two gamesa 2D platform game called Roboracer 2D and a 3D first-person space shooter gameusing OpenGL to render both 2D and 3D graphics using a 2D coordinate system. You'll create sprite classes, render sprites and animation, and navigate and control the characters. You will also learn how to implement input, use audio, and code basic collision and physics systems. From setting up the development environment to creating the final credits screen, the book will take you through the complete journey of creating a game engine that you can extend to create your own games. Style and approachAn easy-to-follow guide full of code examples to illustrate every concept and help you build a 2D and 3D game from scratch, while learning the key tools that surround a typical OpenGL project.
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|a Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Building the Foundation; Introducing the development environment; A quick look at Visual Studio; Start screen; The Solution Explorer panel; The Standard Toolbar panel; The code window; The output window; Starting your project; The game loop; The game structure; Initialization; The game loop; Shutdown; Creating the game structure; Port of access; The Windows message loop; Introducing OpenGL; What is OpenGL?; The other GL; Downloading OpenGL; Adding OpenGL to the project
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|a Linking to the OpenGL librarySummary; Chapter 2: Your Point of View; Plotting your revenge; The OpenGL coordinate system; Making your point; Understanding the code; Running the program; Stretching your point; Getting primitive; A triangle by any other name; A primitive example; From triangles to models; Introducing textures; Using textures to fill the triangles; A matter of reference; Hanging out in the quad; Coding the quad; Rendering a texture; Loading the texture; Texture wrapping; Creating a textured quad; Putting the pieces together; Summary; Chapter 3: A Matter of Character
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|a Spritely speakingSprites versus non-sprites; Flipbook animation; Framed animation; Creating sprites; Working with PNGs; Linking to the SOIL library; Including the SOIL header file; Opening an image file; Coding a sprite class; Creating sprite frames; Saving each frame; Loading a sprite from individual textures; Creating a sprite sheet; Loading a sprite sheet; Loading our sprites; Rendering; Adding a render to the game loop; Implementing the main Render function; Implementing Render in the Sprite class; UV mapping; One more detail; A moving example; Adding update to the game loop
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|a Implementing the main Update callImplementing Update in the Sprite class; Character movement; Using delta time; Calculating delta time; Flipping; Scrolling the background; Using an atlas; Summary; Chapter 4: Control Freak; A penny for your input; The keyboard input; Using the mouse; Touch; Other inputs; Someone is listening; The WndProc event listener; Handling the message queue; Handling mouse and keyboard inputs; Creating the Input class; Virtual key codes; Querying for input; Implementing the Input class; Adding input to the game loop; Processing our input; Changes to the Sprite class
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|a Graphical User InterfaceCreating a button; Enhancing the Input class; Adding UI elements to the list; Checking each UI element; Pushing your buttons; Adding our pauseButton; State management; Creating a state manager; Pausing the game; Summary; Chapter 5: Hit and Run; Out of bounds!; Getting anchored; Collision rectangles; Embedding; Fixing the background; Collideables; Ready to score; A friend indeed; Time to spawn; Circular collision detection; The Pythagorean Theorem; Adding the circular collision code; Why use circular collision detection?; Wiring in the collision detection
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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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590 |
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
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630 |
0 |
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|a OpenGL.
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630 |
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7 |
|a OpenGL.
|2 fast
|0 (OCoLC)fst01380188
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650 |
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|a Computer games
|x Programming.
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650 |
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|a Jeux d'ordinateur
|x Programmation.
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|a COMPUTERS
|x Programming
|x Games.
|2 bisacsh
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|a Video games
|x Programming.
|2 fast
|0 (OCoLC)fst00872114
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700 |
1 |
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|a Madsen, Stephen,
|e author.
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776 |
0 |
8 |
|i Erscheint auch als:
|n Druck-Ausgabe
|t Madsen, Robert. OpenGL Game Development By Example
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830 |
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0 |
|a Community experience distilled.
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856 |
4 |
0 |
|u https://learning.oreilly.com/library/view/~/9781783288199/?ar
|z Texto completo (Requiere registro previo con correo institucional)
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938 |
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|a EBL - Ebook Library
|b EBLB
|n EBL4520637
|
938 |
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|a EBSCOhost
|b EBSC
|n 1197538
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994 |
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|a 92
|b IZTAP
|