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