Mathematics for 3D Game Programming and Computer Graphics / Eric Lengyel.
Tipo de material: TextoDetalles de publicación: México : Cengage Learning, 2012.Edición: 3rd. edDescripción: 545 p. il. ; figrs. ; fotos ; cuadros , tablasISBN:- 9781435458864
- 21 794.8 L566m 2012
Tipo de ítem | Biblioteca actual | Signatura topográfica | Copia número | Estado | Fecha de vencimiento | Código de barras | |
---|---|---|---|---|---|---|---|
Libro Colección sala | Humanidades nivel 2 | 794.8 L566m 2012 3rd.ed (Navegar estantería(Abre debajo)) | c.1 | Disponible | 15501 | ||
Libro Colección General | Humanidades nivel 2 | 794.8 L566m 2012 3rd.ed. (Navegar estantería(Abre debajo)) | c.2 | Disponible | 15502 |
Navegando Humanidades nivel 2 estanterías Cerrar el navegador de estanterías (Oculta el navegador de estanterías)
794.8 K37g 2016 1a.ed. La gran historia de los videojuegos / | 794.8 K86t 2014 2nded. A theory of fun for Game Design / | 794.8 L566m 2012 3rd.ed Mathematics for 3D Game Programming and Computer Graphics / | 794.8 L566m 2012 3rd.ed. Mathematics for 3D Game Programming and Computer Graphics / | 794.8 M379a 2015 1a.ed. Análisis narrativo del guión de videojuego / | 794.8 M379a 2015 1a.ed. Análisis narrativo del guión de videojuego / | 794.8 N551p 2008 1st.ed. Playing with Videogames / |
This updated third edition addresses the mathematical skills that a programmer needs to develop a 3D game engine and computer graphics for professional-level games. MATHEMATICS FOR 3D GAME PROGRAMMING & COMPUTER GRAPHICS, THIRD EDITION is suitable for advanced programmers who are experienced with C++, DirectX, or OpenGL. The book begins at a fairly basic level, covering areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D game programming such as illumination and visibility determination. It discusses the math first; then it presents how to translate the math into programs. By providing the math behind the effect, screenshots of the results, and samples of code that translate the math so that the effect is achieved, readers get the full story rather than only a mathematical explanation or a set of code samples that are not clearly drawn from mathematical expressions. With this revised edition, almost every chapter will provide a programming example taken directly from a real-world game programming context, and based on programs that have been written and used in game engine development.
DESARROLLO VIDEOJUEGO-BASICA
No hay comentarios en este titulo.