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MARC Record from marc_columbia

Record ID marc_columbia/Columbia-extract-20221130-034.mrc:2297806:5024
Source marc_columbia
Download Link /show-records/marc_columbia/Columbia-extract-20221130-034.mrc:2297806:5024?format=raw

LEADER: 05024cam a2200805Ia 4500
001 16610632
005 20220627125548.0
006 m o d
007 cr cn|||||||||
008 100115s2007 ne a ob 001 0 eng d
010 $z 2010286029
035 $a(OCoLC)ocn499054132
035 $a(NNC)16610632
040 $aOPELS$beng$epn$cOPELS$dOCLCQ$dE7B$dIDEBK$dYDXCP$dN$T$dOCLCQ$dOCLCF$dOCLCA$dOCLCQ$dYDX$dU3W$dOCLCA$dINARC$dK6U$dOCLCO
019 $a649907816$a966577747$a1150008263
020 $a9780080917993$q(electronic bk.)
020 $a0080917992$q(electronic bk.)
020 $z9780122290633
020 $z0122290631
035 $a(OCoLC)499054132$z(OCoLC)649907816$z(OCoLC)966577747$z(OCoLC)1150008263
037 $a105472:105500$bElsevier Science & Technology$nhttp://www.sciencedirect.com
050 4 $aT385$b.E373 2007
072 7 $aCOM$x012050$2bisacsh
072 7 $aCOM$x087020$2bisacsh
072 7 $aPHO$x024000$2bisacsh
072 7 $aTEC$x015000$2bisacsh
082 04 $a006.693$222
049 $aZCUA
100 1 $aEberly, David H.
245 10 $a3D game engine design :$ba practical approach to real-time computer graphics /$cDavid H. Eberly.
250 $a2nd ed.
260 $aAmsterdam ;$aBoston :$bElsevier Morgan Kaufmann,$c©2007.
300 $a1 online resource (xxii, 1018 pages) :$billustrations (some color).
336 $atext$btxt$2rdacontent
337 $acomputer$bc$2rdamedia
338 $aonline resource$bcr$2rdacarrier
490 1 $aThe Morgan Kaufmann series in interactive 3D technology
520 $aA 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.
505 0 $aPreface; 1 Introduction; 2 The Graphics System; 3 Renderers; 4 Special Effects Using Shaders; 5 Scene Graphs; 6 Scene Graph Compilers; 7 Memory Management; 8 Controller-Based Animation; 9 Spatial Sorting; 10 Level of Detail; 11 Terrain; 12 Collision Detection; 13 Physics; 14 Object-Oriented Infrastructure; 15 Mathematical Topics; Bibliography; Index.
500 $aCD-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.
504 $aIncludes bibliographical references (pages 973-979) and index.
588 0 $aPrint version record.
650 0 $aComputer graphics.
650 0 $aComputer games$xProgramming.
650 0 $aReal-time data processing.
650 0 $aThree-dimensional display systems.
650 2 $aComputer Graphics
650 6 $aInfographie.
650 6 $aJeux d'ordinateur$xProgrammation.
650 6 $aTemps réel (Informatique)
650 6 $aAffichage tridimensionnel.
650 7 $acomputer graphics.$2aat
650 7 $athree-dimensional.$2aat
650 7 $aCOMPUTERS$xImage Processing.$2bisacsh
650 7 $aCOMPUTERS$xDigital Media$xGraphics Applications.$2bisacsh
650 7 $aPHOTOGRAPHY$xTechniques$xDigital.$2bisacsh
650 7 $aTECHNOLOGY & ENGINEERING$xImaging Systems.$2bisacsh
650 7 $aComputer games$xProgramming.$2fast$0(OCoLC)fst00872114
650 7 $aComputer graphics.$2fast$0(OCoLC)fst00872119
650 7 $aReal-time data processing.$2fast$0(OCoLC)fst01091219
650 7 $aThree-dimensional display systems.$2fast$0(OCoLC)fst01150324
650 7 $aJogos de computador.$2larpcal
650 7 $aComputação gráfica.$2larpcal
650 7 $aHipermídia.$2larpcal
655 0 $aElectronic books.
655 4 $aElectronic books.
776 08 $iPrint version:$aEberly, David H.$t3D game engine design.$b2nd ed.$dAmsterdam ; Boston : Elsevier Morgan Kaufmann, ©2007$z9780122290633$z0122290631$w(OCoLC)122307732
830 0 $aMorgan Kaufmann series in interactive 3D technology.
856 40 $uhttp://www.columbia.edu/cgi-bin/cul/resolve?clio16610632$zTaylor & Francis eBooks
852 8 $blweb$hEBOOKS