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MARC Record from marc_nuls

Record ID marc_nuls/NULS_PHC_180925.mrc:202958232:1775
Source marc_nuls
Download Link /show-records/marc_nuls/NULS_PHC_180925.mrc:202958232:1775?format=raw

LEADER: 01775nam 2200313Ia 4500
001 9920016470001661
005 20150423123957.0
008 070510s2007 caua 001 0 eng d
020 $a1590597915 (pbk.)
020 $a9781590597910 (pbk.)
035 $a(CSdNU)u298325-01national_inst
035 $a(OCoLC)124086406
035 $a(OCoLC)124086406
035 $a(OCoLC)124086406
040 $aSITPL$cSITPL$dBAKER$dOrLoB-B
049 $aCNUM
050 14 $aTR897.7$b.P466 2007
100 1 $aPeters, Keith.
245 10 $aFoundation ActionScript 3.0 animation :$bmaking things move! /$cKeith Peters.
246 30 $aActionScript 3.0 animation
260 $aBerkeley, Calif. :$bFriends of ED,$cc2007.
300 $axxvi, 542 p. :$bill. ;$c23 cm.
500 $aIncludes index.
505 0 $aCh. 1. Basic animation concepts -- Ch. 2. Basics of ActionScript 3.0 for animation -- Ch. 3. Trigonometry for animation -- Ch. 4. Rendering techniques -- Ch. 5. Velocity and acceleration -- Ch. 6. Boundaries and friction -- Ch. 7. User interaction : moving objects around -- Ch. 8. Easing and springing -- Ch. 9. Collision detection -- Ch. 10. Coordinate rotation and bouncing off angles -- Ch. 11. Billiard ball physics -- Ch. 12. Particle attraction and gravity -- Ch. 13. Forward kinematics : making things walk -- Ch. 14. Inverse kinematics : dragging and reaching -- Ch. 15. 3D basics -- Ch. 16. 3D lines and fills -- Ch. 17. Backface culling and 3D lighting -- Ch. 18. Matrix math -- Ch. 19. Tips and tricks.
630 00 $aFlash (Computer file)
650 0 $aActionScript (Computer program language)
650 0 $aComputer animation.
994 $aC0$bCNU
999 $aTR 897.7 .P466 2007$wLC$c1$i31786102170427$d10/12/2012$e12/3/2010 $lCIRCSTACKS$mNULS$n7$rY$sY$tBOOK$u5/25/2007