000 01884nam a22002297a 4500
999 _c22932
_d22932
003 OSt
005 20191129100737.0
008 190822b ||||| |||| 00| 0 eng d
020 _a9781435458864
040 _cUSEK
082 _221
_a794.8
_bL566m 2012
100 _94247
_aLengyel, Eric.
245 _aMathematics for 3D Game Programming and Computer Graphics /
_cEric Lengyel.
250 _a3rd. ed.
260 _aMéxico :
_bCengage Learning,
_c2012.
300 _a545 p.
_bil. ; figrs. ; fotos ; cuadros , tablas
520 _aThis 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.
526 _aDESARROLLO VIDEOJUEGO-BASICA
650 0 _93996
_aJUEGOS CON COMPUTADOR
_xPROGRAMACION.
650 0 _94044
_aJUEGOS CON COMPUTADOR
_xPROGRAMACION
_xMATEMATICAS.
942 _2ddc
_cLBCG