Record ID | marc_loc_2016/BooksAll.2016.part39.utf8:153805531:1123 |
Source | Library of Congress |
Download Link | /show-records/marc_loc_2016/BooksAll.2016.part39.utf8:153805531:1123?format=raw |
LEADER: 01123cam a22003137a 4500
001 2011920246
003 DLC
005 20131120075009.0
008 110105s2012 maua 001 0 eng d
010 $a 2011920246
020 $a9781435458956 (pbk.)
020 $a1435458958 (pbk.)
035 $a(OCoLC)ocn670484448
040 $aBTCTA$beng$cBTCTA$dORX$dDEBBG$dIUL$dDLC
042 $alccopycat
050 00 $aQA76.76.C672$bS534 2012
082 04 $a794.8/1$223
084 $aST 324$2rvk
100 1 $aSherrod, Allen.
245 10 $aBeginning DirectX 11 game programming /$cAllen Sherrod and Wendy Jones.
260 $aBoston, Mass. :$bCourse Technology,$cc2012.
300 $axii, 372 p. :$bill. ;$c24 cm.
505 0 $aThe what, why, and how of DirectX -- Your first DirectX program -- 2D rendering -- Text and font rendering -- Input detection and response -- 3D primer -- Shaders and effects -- Cameras and models in Direct3D.
630 00 $aDirectX.
650 0 $aComputer games$xProgramming.
650 07 $aComputerspiel.$2swd
650 07 $aDirectX 11.0.$2swd
650 07 $aProgrammierung.$2swd
700 1 $aJones, Wendy.