OpenGL game programming
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Hauptverfasser: | , |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Roseville, Calif.
Prima Tech
2001
|
Schriftenreihe: | Prima Tech's game development series
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
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100 | 1 | |a Hawkins, Kevin |e Verfasser |4 aut | |
245 | 1 | 0 | |a OpenGL game programming |c Kevin Hawkins and Dave Astle |
264 | 1 | |a Roseville, Calif. |b Prima Tech |c 2001 | |
300 | |a XXXIV, 777 S. |b Ill., graph. Darst. |e 1 CD-ROM (12 cm) | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
490 | 0 | |a Prima Tech's game development series | |
630 | 0 | 4 | |a OpenGL |
650 | 4 | |a Computer games |x Programming | |
650 | 4 | |a Computer graphics | |
650 | 0 | 7 | |a Programmierung |0 (DE-588)4076370-5 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Computerspiel |0 (DE-588)4010457-6 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a OpenGL |0 (DE-588)4391716-1 |2 gnd |9 rswk-swf |
689 | 0 | 0 | |a Computerspiel |0 (DE-588)4010457-6 |D s |
689 | 0 | 1 | |a Programmierung |0 (DE-588)4076370-5 |D s |
689 | 0 | 2 | |a OpenGL |0 (DE-588)4391716-1 |D s |
689 | 0 | |5 DE-604 | |
700 | 1 | |a Astle, Dave |e Verfasser |4 aut | |
856 | 4 | 2 | |m GBV Datenaustausch |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=009633725&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
999 | |a oai:aleph.bib-bvb.de:BVB01-009633725 |
Datensatz im Suchindex
_version_ | 1804128928822984704 |
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adam_text | O-F-ENGL GFLFYLE *PRAG-RFLLYLIYLLNG KEVIN +H-HUUEKINS AND DAVE FL5TLE
PRIMA TECH S X I CONTENTS LETTER FRDIYI THE SERIES -EDITOR XXXI
FOREUUORD *********** ****** XXX11 INTRDDUCTIDN ****XXXIV I PFLRT 1 H
INTRDDUCTIDN TD OPENGL FIND DLRECTX L CHARTER 1 L THE *XPLDRRTIDN
-BEGINSS OPENGL RND I DIRECTX * ****************3 WHY MAKE GAMES? 4 THE
WORLD OF 3D GAMES 5 THE ELEMENTS OF A GAME 6 YOUR TOOLS 7 F WHAT IS
OPENGL? 9 ~) OPENGL HISTORY 10 OPENGL ARCHITECTURE 10 THE OPENGL UTILITY
LIBRARY 12 WHAT IS GLUT? 12 A SNEAK PEEK 13 * - WHAT IS DIRECTX? 13
DIRECTX HISTORY 14 DIRECTX ARCHITECTURE 15 DIRECTX GRAPHICS 16 DIRECTX
AUDIO 16 DIRECTLNPUT 16 DIRECTPLAY 17 DIRECTSHOW 17 DIRECTSETUP 17
OPENGL VERSUS DIRECTX 17 SUMMARY 19 U S I N G W I N D O W S UUIT+H G P E
N G L ******ZI INTRODUCTION TO WINDOWS PROGRAMMING 22 THE BASIC WINDOWS
APPLICATION 24 GETTING STARTED WITH WINMAIN() 25 THE WINDOWS PROCEDURE
26 HANDLING MESSAGES 26 WINDOW CLASSES 28 SETTING THE WINDOWS CLASS
ATTRIBUTES 29 LOADING KONS AND MOUSE POINTERS 29 REGISTERING THE CLASS
33 WINDOW CREATION 33 THE MESSAGE LOOP 36 A COMPLETE WINDOWS APPLICATION
38 XI1 INTRODUCTION TO WGL 43 THE RENDERING CONTEXT 43 USINGWGL 44
WGLCREATECONTEXT() 44 WGLDELETECONTEXT() 44 WGLMAKECURRENT() 44 PIXEL
FORMATS 46 NSIZE 47 DWFLAGS 47 IPIXELTYPE 47 CCOLORBITS 47 THE OPENGL
WINDOW APPLICATION 49 FULL-SCREEN OPENGL 58 SUMMARY 61 *RN OV-ERVIEUI DF
3 D GRFIFHLC5 T H E G K Y I I I B S SEALARS, POINTS, AND VECTORS 64
VECTOR MAGNITUDE 65 VECTOR NORMALIZATION 65 VECTOR ADDITION 66
VECTOR-SCALAR MULTIPLICATION 66 THE DOT PRODUCT 67 THE CROSS PRODUCT 68
MATRICES 68 THE IDENTITY MATRIX 69 THE ZERO MATRIX 69 MATRIX ADDITION
AND SUBTRACTION 70 MATRIX MULTIPLICATION 70 PUTTING IT TOGETHER 72
TRANSFORMATIONS 74 TRANSLATION 75 ROTATION 75 SCALING 78 PROJECTIONS 78
PARALLEL PROJECTION 79 PERSPECTIVE PROJECTION 80 3D CLIPPING 82 LIGHTING
82 AMBIENT LIGHT 83 DIFFUSE LIGHT 84 SPECULAR LIGHT 84 TEXTURE MAPPING
85 SUMMARY 86 JP XA 7 T 11 UEING OPENGL ********* ...BB CHFLFTER H-
OPENGL BTPTES AND -PRIMITIVES 31 STATE FUNCTIONS 92 HANDING PRIMITIVES
99 DRAWING POINTS IN 3D 100 MODIFYING POINT SIZE 101 ANTIALIASING POINTS
102 XIV DRAWING LINES IN 3D 102 MODIFYING LINEWIDTH 103 ANTIALIASING
LINES WIDTH 103 SPECIFYING A STIPPLE PATTERN 104 DRAWING POLYGONS IN 3D
105 POLYGON FACE CULLING 106 HIDING POLYGON EDGES 106 ANTIALIASING
POLYGONS 107 SPECIFYING A STIPPLE PATTERN 107 TRIANGLES 108
QUADRILATERALS 109 POLYGONS 110 USING PRIMITIVES 1 1 0 SUMMARY IM
CHFLFTER 5 COORDLNF1T* T-RFLNSFDRRYIFLTLDNS FIND O P E N G L FYIFITRTCEE
** .-113 UNDERSTANDING COORDINATE TRANSFORMATIONS 114 THE CAMERA AND EYE
COORDINATES 115 VIEWING TRANSFORMATIONS 117 USING THE GLULOOKAT()
FUNCTION 118 USING THE GLROTATE*() AND GLTRANSLATE*() FUNCTIONS 119
CREATINGYOUR OWN CUSTOM ROUTINES 120 MODELING TRANSFORMATIONS 121
PROJECTION TRANSFORMATIONS 123 THE VIEWPORT TRANSFORMATION 123 XV OPENGL
AND MATRICES 123 THE MODELVIEW MATRIX 123 TRANSLATION 124 ROTATION 125
SCALING 127 MATRIX STACKS 128 THE ROBOT EXAMPLE 130 PROJECTIONS 142
ORTHOGRAPHIE 143 PERSPECTIVE 144 SETTING THE VIEWPORT 145 PROJECTION
EXAMPLE 146 * USINGYOUR OWN MATRICES 148 LOADINGYOUR MATRIX 148
MULTIPLYING MATRICES 149 CUSTOM MATRIX EXAMPLE 150 SUMMARY 150 CHFIFTER
E -RDDING COLORS, BLENDING, AND LLG+HTLNG - 151 HOW DOES COLOR WORK? 152
USING COLORS IN OPENGL 154 COLOR DEPTH 154 THE COLOR CUBE 155 RGBA MODE
IN OPENGL 155 COLOR-INDEX MODE IN OPENGL 156 SHADING 157 [ R 1 LIGHTING
IN OPENGL 160 1 OPENGL LIGHTING AND THE REAL WORLD 160 N MATERIALS 161
NORMALS 161 CALCULATING NORMALS 162 ^ USING NORMALS 164 J THE UNIT
NORMAL 166 L USING OPENGL LIGHTING 168 J CREATING LIGHT SOURCES 173
POSITIONING LIGHT SOURCES 175 1 ATTENUATION 176 L SPOTLIGHTS 177 J
DEFMING MATERIALS 181 I LIGHTING MODELS 182 N SPECULAR LIGHTING EFFECTS
184 B J MOVING AND ROTATING LIGHTS 185 F BLENDING 193 TRANSPARENCY 195
SUMMARY 202 1 1 CHFLPTER 7 | H -BITINFLFS A N D I M A G E S UUITH D P
* N G L . . I . 2 D 5 L| EL THE OPENGL BITMAP 206 POSITIONING THE BITMAP
206 N DRAWING THE BITMAP 208 AN OPENGL BITMAP EXAMPLE 208 USING IMAGES
211 *F DRAWING IMAGE DATA 211 P] READING FROM THE SCREEN 213 XVN COPYING
SCREEN DATA 214 MAGNIFICATION, REDUCTION, AND FLIPPING 214 MANAGING
PIXEL STORAGE 215 THE WINDOWS BITMAP 215 THE BMP FILE FORMAT 215 LOADING
BMP FILES 217 WRITING BMP FILES 219 TARGA IMAGE FILES 221 THETARGA FILE
FORMAT 221 LOADING TARGA FILES 222 WRITING TARGA FILES 225 SUMMARY 227 *
* C+HFLPT*R B T*XTURE MFLFFLNG E 2 9 AN OVERVIEW OF TEXTURE MAPPING 230
THE CHECKERED-CUBE EXAMPLE 231 APPLYING THE TEXTURE MAP 237 2D TEXTURES
238 ID TEXTURES 239 3D TEXTURES 239 TEXTURE OBJECTS 240 GENERATING THE
TEXTURE NAME 240 CREATING AND USINGTEXTURE OBJECTS 240 TEXTURE FILTERING
241 TEXTURE FUNCTIONS 242 - N CONT-ENT5 H TEXTURE COORDINATES 243
REPEATING AND CLAMPING 244 MIPMAPS AND LEVEL OF DETAIL 246 AUTOMATICALLY
GENERATING MIPMAPS 247 THE WAVING-FLAG EXAMPLE 248 THE EXPLANATION 248
THE IMPLEMENTATION 250 THE TEXTURED HEIGHTFIELD TERRAIN EXAMPLE 263 THE
EXPLANATION 264 THE IMPLEMENTATION 269 SUMMARY 280 CHFLFTER 3 ADVANCED
TEXTURE IYIRFFING ****** EB1 MULTITEXTURING 282 VERIFYING MULTITEXTURE
SUPPORT 283 ACCESSING EXTENSION FUNCTIONS 285 ESTABLISHING THE TEXTURE
UNITS 285 SPECIFYING THE TEXTURE COORDINATES 287 PUTTING ITTOGETHER 288
ENVIRONMENT MAPPING 299 THE TOMS IN THE SKY 299 THE TEXTURE MATRIX 303
LIGHTMAPPING 305 USING THE LIGHTMAP 306 MULTIPASS MULTITEXTURING 314
SUMMARY 318 XIX CHFL-FT-E-R IG DISPLAY LISTS AND V E R T E X A R R A Y
S ****315 DISPLAY LISTS 320 CREATING A DISPLAY LIST 321 FILLING A
DISPLAY LIST WITH COMMANDS 321 EXECUTING DISPLAY LISTS 323 DISPLAY-LIST
ISSUES 323 DESTROYING DISPLAY LISTS 325 DISPLAY LISTS AND TEXTURES 326
EXAMPLE: ROBOT DEMO WITH DISPLAY LISTS 326 VERTEX ARRAYS 328 ENABLING
VERTEX ARRAYS 329 WORKING WITH ARRAYS 330 GLDRAWARRAYS() 332
GLDRAWELEMENTS() 332 GLDRAWRANGEELEMENTS() 332 GLARRAYELEMENT() 333
VERTEX ARRAYS AND MULTITEXTURING 333 LOCKING ARRAYS 334 EXAMPLE:TERRAIN
DEMO REVISITED 335 SUMMARY 339 . LNFLP T ER 11 DISPLAYING TEXT 341
BITMAP FONTS 342 OUTLINE FONTS 347 1 (L R XX TEXTURE-MAPPED FONTS 352
SUMMARY 360 CHFLPTER IE O P E N G L -BUFFERS SEI WHAT IS AN OPENGL
BUFFER? 362 SETTING UP THE PIXEL FORMAT 362 CLEARING THE BUFFERS 366 THE
COLOR BUFFER 367 DOUBLE-BUFFERED SYSTEMS 367 STEREO BUFFERING 368 THE
DEPTH BUFFER 369 DEPTH-COMPARISON FUNCTIONS 369 USING THE DEPTH BUFFER
370 THE STENCIL BUFFER 383 A STENCIL-BUFFER EXAMPLE 385 THE ACCUMULATION
BUFFER 393 SUMMARY 395 CHFLPT*R 13 OFEN GL PUADKICE *** ***337 THE
BASICS OF OPENGL QUADRICS 398 DRAW STYLE 399 NORMAL 399 ORIENTATION 399
XXI TEXTURE COORDINATES 400 [ CLEANING UP 400 | DISKS 400 N CYLINDERS
402 SPHERES 404 C EXAMPLE:A QUADRIC FLY-THROUGH WORLD 404 SUMMARY 408
CHFLFTER 14- I CURVEB FIND BURFACE5 4 D 3 CURVE AND SURFACE
REPRESENTATION 410 PARAMETRIC EQUATIONS 41 I ^ CONTROL POINTS AND
CONTINUITY 412 C= EVALUATORS 413 F EVENLY SPACED GRIDS 417 SURFACES 418
U APPLYING TEXTURES TO SURFACES 421 NURBS 426 SUMMARY 432 C+HFLFTE-R 15
EFECIFIL -EFFECTS** *****************423 BILLBOARDING 434 EXAMPLE: CACTI
IN THE DESERT 436 XXII USING PARTICIE SYSTEMS 439 PARTICLES 439 POSITION
440 VELOCITY 440 LIFE SPAN 440 SIZE 440 WEIGHT 441 REPRESENTATION 441
COLOR 441 OWNER 441 METHODS 442 PARTICIE SYSTEMS 442 PARTICIE LIST 442
POSITION 442 EMISSION RATE 443 FORCES 443 DEFAULT PARTICIE ATTRIBUTES
AND RANGES 443 CURRENT STATE 444 BLENDING 445 REPRESENTATION 445 METHODS
445 PARTICLE-SYSTEM MANAGERS 446 IMPLEMENTATION 446 PARTICLE-SYSTEM
EFFECTS 450 EXAMPLE: SNOWSTORM 451 FOG 457 OPENGL FOG 457 VOLUMETRIE FOG
459 REFLECTIONS 459 REFLECTING LIGHTS 460 HANDLING THE DEPTH BUFFER 460
XX111 HANDLING FINITE PLANES USING STENCIL BUFFERS 461 ADDRESSING
IRREGULAER REFLECTIVE SURFACES 462 HANDLING ARBITRARILY ORIENTED PLANES
462 SHADOWS 463 STATIC SHADOWS 464 PROJECTIVE SHADOWS 464 THE
SHADOW-PROJECTION MATRIX 464 HANDLING PROBLEMS WITH THE DEPTH BUFFER 466
RESTRICTING THE SHADOW WITH THE STENCIL BUFFER 466 HANDLING MULTIPLE
LIGHT SOURCES AND MULTIPLE PLANAR SURFACES 467 PROBLEMS WITH PROJECTIVE
SHADOWS 467 STENCILED SHADOWVOLUMES 467 OTHER METHODS 469 EXAMPLE:
REFLECTIONS AND SHADOWS 469 SUMMARY 473 FFIRT M BUILDING 4= 1 GFLME 475
CHFLFTER IE USING DIRECTX: DIRECTINPUT ** H-77 WHY USE DIRECTLNPUT? 478
WINDOWS MESSAGES 478 WIN32 482 WIN32 KEYBOARD INPUT 482 WIN32 JOYSTICK
INPUT 483 DIRECTLNPUT 483 N C R XXIV I 1 1 INITIALIZING DIRECTLNPUT
486 DIRECTLNPUT RETURN VALUES 487 USING DIRECTLNPUT 488 ADDING DEVICES
488 CREATING DEVICES 489 ENUMERATING DEVICES 489 VERIFYING DEVICE
CAPABILITIES 494 ENUMERATING OBJECTS 496 SETTING THE DEVICE DATA FORMAT
497 SETTING THE COOPERATIVE LEVEL 498 MODIFYING DEVICE PROPERTIES 498
ACQUIRING THE DEVICE 499 GETTING INPUT 500 IMMEDIATE DATA 500 BUFFERED
DATA 500 POLLING DEVICES 501 SHUTTING DOWN 501 ACTION MAPPING 502
BUILDING THE INPUT SUB-SYSTEM 502 INPUT SAMPLE PROGRAM 513 SUMMARY 516
CHFLFTER 17 UEING D I R E C T X FLUOIO * * 517 THE BASICS OF SOUND 518
SOUND ON THE COMPUTER 520 DIGITIZED SOUND 520 SYNTHESIZED SOUND 521 XXV
WHAT IS DIRECTX AUDIO? 522 DIRECTX AUDIO FEATURES 523 LOADER 523
SEGMENTS AND SEGMENT STATES 524 PERFORMANCE 524 MESSAGES 524 PERFORMANCE
CHANNELS 524 DLS SYNTHESIZER 525 INSTRUMENTS AND DOWNLOADING 525
AUDIOPATHS AND BUFFERS 525 AUDIO DATA FLOW 525 LOADING AND PLAYING AUDIO
WITH DIRECTMUSIC 526 INITIALIZE COM 528 CREATE AND INITIALIZE THE
PERFORMANCE 528 CREATE THE LOADER 529 LOAD A SEGMENT 529 DOWNLOAD THE
BAND 530 PLAY THE SEGMENT 531 STOPPING A SEGMENT 532 IS THE SEGMENT
PLAYING? 532 CONTROLLING SEGMENT LOOPS 533 CLEANING UP 534 A SIMPLE
EXAMPLE 534 USING AUDIOPATHS 548 THE DEFAULT AUDIOPATH 549 STANDARD
AUDIOPATHS 549 PLAYING SOUND ON AUDIOPATHS 551 RETRIEVING OBJECTS FROM
AUDIOPATHS 553 1 1 DL I XXVI 1 3D SOUND 554 U 3D SOUND COORDINATES 554 N
PERCEPTION 555 THE DIRECTSOUND 3D BUFFER 556 SETTING 3D PARAMETERS 556
J2 THE MINIMUM AND MAXIMUM DISTANCES 558 PROCESSING MODE 558 L POSITION
AND VELOCITY 559 J SOUND CONES 559 THE DIRECTSOUND 3D LISTENER 560 | 3D
CLICKINGTEXT EXAMPLE 562 H SUMMARY 578 - I C4HFLF*TE-R 1B J LUDRHING
UIITH 3D MODELS .I5BL ] 3D MODEL FILE FORMATS 582 THE MD2 FILE FORMAT
583 OUR MD2 IMPLEMENTATION 586 LOADING THE MD2 591 DISPLAYING THE MD2
596 L-I ADDING THE TEXTURE 599 = 1 ANIMATING THE MODEL 601 CL DEVELOPING
A CMD2MODEL CLASS 608 CONTROLLING THE MODEL ANIMATION 621 0 ONE
LASTTIDBIT 625 SUMMARY 630 1 XXVN C+HFLF TER 13 L PHYSICH MODELING UIITH
OPENGL.. E31 [1 A PHYSICS REVIEW 632 TIME 632 DISTANCE, DISPLACEMENT,
AND POSITION 633 VELOCITY 636 ACCELERATION 637 FORCE 639 NEWTON S FIRST
LAW OF MOTION 639 NEWTON S SECOND LAW OF MOTION 640 NEWTON S THIRD LAW
OF MOTION 640 MOMENTUM 641 CONSERVATION OF MOMENTUM 641 FRICTION 642 H
FRICTION ON A FIAT SURFACE 643 = FRICTION ON AN INCLINED PLANE 644 2
MODELING THE REAL WORLD 646 [ BREAKING THINGS UP 646 TIMING 647
THEVECTOR 653 R THE PLANE 660 THE OBJECT 664 F HANDLING OBJECT
COLLISIONS 667 [ BOUNDING SPHERES 667 F~ BOUNDING BOXES 669 PLANE
COLLISIONS 672 COLLISION RESPONSE 676 AN EXAMPLE:AIR HOCKEY 677 THE
AIR-HOCKEY WORLD 677 CONTENTS II 1 1 THE HOCKEY TABLE 678 THE PUCK AND
TIME-BASED COLLISION 684 THE PLAYER 692 PUTTING IT TOGETHER 697 SUMMARY
706 CWFLPTER ED *BUILDING N GAIYIE ENGINE **** 7D7 DESIGNINGTHE
SIMPENGINE 708 MANAGING DATA WITH CNODE 710 WORKING WITH OBJECTS:
COBJECT 714 THE ENGINE CORE 721 THE INPUT SYSTEM 723 THE CENGINE CLASS
724 THE GAME CYCLE 726 HANDLING INPUT 727 THE SIMPENGINE 728 THE CAMERA
730 THE WORLD 733 ADDING MODELS 734 THE AUDIO SYSTEM 735 THE PARTICLE
SYSTEM 737 SUMMARY 737 CONTENTS CHARTER 21 MFLKING -R GNMES -R T I M E
TD K I L L * * INITIAL DESIGN 740 THE GAME WORLD 741 THE ENEMIES 744
ENEMY AI 745 THE OGRO 746 THE SOD 749 ROCKETS AND EXPLOSIONS 749 THE
USER INTERFACE 751 PLAYING THE GAME 752 BUILDING THE EXE 752 SUMMARY 754
FFLRT IV APPENDIXES *** *************755 APPENDIX -R ONLINE RESOURCES
757 GAME DEVELOPMENT 758 GAMEDEV.NET 758 GAME DEVELOPMENT SEARCH ENGINE
758 FLIPCODE 759 GAMASUTRA 759 1 I L XXX OPENGL 759 NEHE PRODUCTIONS
759 OPENGL.ORG 759 ADDITIONAL OPENGL LINKS 760 DIRECTX 760 DIRECTX
DEVELOPER CENTER 760 THE DIRECTX MAILING LIST 760 MISCELLANEOUS
RESOURCES 760 PARTICLESYSTEMS.COM 761 REAL-TIME RENDERING 761 DEVELOPER
PAGES 761 FOG ARTICLES 761 * APPENDIX B UEING THE CD *-** 7 B 3 THE CD
USER INTERFACE 764 CD-ROM FILE STRUCTURE 764 SYSTEM REQUIREMENTS 764
INSTALLATION 765 MISCELLANEOUS PROBLEMS ANDTROUBLESHOOTING INFORMATION .
. 765 STILL NEED HELP? 766 INDEX * 7E
|
any_adam_object | 1 |
author | Hawkins, Kevin Astle, Dave |
author_facet | Hawkins, Kevin Astle, Dave |
author_role | aut aut |
author_sort | Hawkins, Kevin |
author_variant | k h kh d a da |
building | Verbundindex |
bvnumber | BV014066984 |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76.C672 |
callnumber-search | QA76.76.C672 |
callnumber-sort | QA 276.76 C672 |
callnumber-subject | QA - Mathematics |
classification_rvk | ST 281 ST 300 ST 320 ST 321 SU 500 |
ctrlnum | (OCoLC)49566528 (DE-599)BVBBV014066984 |
dewey-full | 794.815265 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.815265 |
dewey-search | 794.815265 |
dewey-sort | 3794.815265 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport Informatik |
format | Book |
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id | DE-604.BV014066984 |
illustrated | Illustrated |
indexdate | 2024-07-09T18:57:02Z |
institution | BVB |
isbn | 0761533303 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-009633725 |
oclc_num | 49566528 |
open_access_boolean | |
owner | DE-384 DE-859 |
owner_facet | DE-384 DE-859 |
physical | XXXIV, 777 S. Ill., graph. Darst. 1 CD-ROM (12 cm) |
publishDate | 2001 |
publishDateSearch | 2001 |
publishDateSort | 2001 |
publisher | Prima Tech |
record_format | marc |
series2 | Prima Tech's game development series |
spelling | Hawkins, Kevin Verfasser aut OpenGL game programming Kevin Hawkins and Dave Astle Roseville, Calif. Prima Tech 2001 XXXIV, 777 S. Ill., graph. Darst. 1 CD-ROM (12 cm) txt rdacontent n rdamedia nc rdacarrier Prima Tech's game development series OpenGL Computer games Programming Computer graphics Programmierung (DE-588)4076370-5 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf OpenGL (DE-588)4391716-1 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Programmierung (DE-588)4076370-5 s OpenGL (DE-588)4391716-1 s DE-604 Astle, Dave Verfasser aut GBV Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=009633725&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Hawkins, Kevin Astle, Dave OpenGL game programming OpenGL Computer games Programming Computer graphics Programmierung (DE-588)4076370-5 gnd Computerspiel (DE-588)4010457-6 gnd OpenGL (DE-588)4391716-1 gnd |
subject_GND | (DE-588)4076370-5 (DE-588)4010457-6 (DE-588)4391716-1 |
title | OpenGL game programming |
title_auth | OpenGL game programming |
title_exact_search | OpenGL game programming |
title_full | OpenGL game programming Kevin Hawkins and Dave Astle |
title_fullStr | OpenGL game programming Kevin Hawkins and Dave Astle |
title_full_unstemmed | OpenGL game programming Kevin Hawkins and Dave Astle |
title_short | OpenGL game programming |
title_sort | opengl game programming |
topic | OpenGL Computer games Programming Computer graphics Programmierung (DE-588)4076370-5 gnd Computerspiel (DE-588)4010457-6 gnd OpenGL (DE-588)4391716-1 gnd |
topic_facet | OpenGL Computer games Programming Computer graphics Programmierung Computerspiel |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=009633725&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT hawkinskevin openglgameprogramming AT astledave openglgameprogramming |