LDR | | 05203cmm u2200541Ki 4500 |
001 | | 000000314694 |
003 | | OCoLC |
005 | | 20230525165052 |
006 | | m d |
007 | | cr |n|---||||| |
008 | | 190525s2019 enk o 000 0 eng d |
019 | |
▼a 1100628527 |
020 | |
▼a 1789537347
▼q (electronic bk.) |
020 | |
▼a 9781789537345
▼q (electronic bk.) |
035 | |
▼a 2116997
▼b (N$T) |
035 | |
▼a (OCoLC)1101044564
▼z (OCoLC)1100628527 |
040 | |
▼a EBLCP
▼b eng
▼e pn
▼c EBLCP
▼d OCLCQ
▼d YDX
▼d UKAHL
▼d N$T
▼d 248032 |
049 | |
▼a MAIN |
050 | 4 |
▼a QA76.76.C672 |
082 | 04 |
▼a 794.8/1525
▼2 23 |
100 | 1 |
▼a Shekar, Siddharth. |
245 | 10 |
▼a C++ Game Development by Example :
▼b Learn to Build Games and Graphics with SFML, OpenGL, and Vulkan Using C++ Programming.
▼h [electronic resource] |
260 | |
▼a Birmingham :
▼b Packt Publishing, Limited,
▼c 2019. |
300 | |
▼a 1 online resource (407 pages) |
336 | |
▼a text
▼b txt
▼2 rdacontent |
337 | |
▼a computer
▼b c
▼2 rdamedia |
338 | |
▼a online resource
▼b cr
▼2 rdacarrier |
500 | |
▼a Chapter 12: Drawing Vulkan Objects |
505 | 0 |
▼a Cover; Title Page; Copyright and Credits; Dedication; About Packt; Contributors; Table of Contents; Preface; Section 1: Basic Concepts; Chapter 1: C++ Concepts; Program basics; Variables; Strings; Operators; Statements; Iteration; Jump statements; Switch statement; Functions; Scope of variables; Arrays; Pointers; Structs; Enums; Classes; Inheritance; Summary; Chapter 2: Mathematics and Graphics Concepts; 3D coordinate system; Points; Vectors; Vector operations; Vector magnitude; Unit vector; Dot product; Cross product; Matrices; Matrix Addition and Subtraction; Matrix multiplication |
505 | 8 |
▼a Identity matrixMatrix transpose; Matrix inverse; GLM OpenGL mathematics; OpenGL data types; Space transformations; Local/object space; World space; View space; Projection space; Screen space; Render pipeline; Vertex specification; Vertex shader; Vertex post-processing; Primitive assembly; Rasterization; Fragment shader; Per-sample operation; Framebuffer; Summary; Section 2: SFML 2D Game Development; Chapter 3: Setting Up Your Game; An overview of SFML; Downloading SFML and configuring Visual Studio; Creating a window; Drawing shapes; Adding sprites; Keyboard input; Handing player movement |
505 | 8 |
▼a The Light Renderer classDrawing the object; Summary; Chapter 7: Building on the Game Objects; Creating a MeshRenderer class; Creating the TextureLoader class; Adding Bullet Physics; Adding rigid bodies; Summary; Chapter 8: Enhancing Your Game with Collision, Loop, and Lighting; Adding a RigidBody name; Adding an enemy; Moving the enemy; Checking collision; Adding keyboard controls; Game loop and scoring; Text rendering; Adding lighting; Summary; Section 4: Rendering 3D Objects with Vulkan; Chapter 9: Getting Started with Vulkan; About Vulkan; Configuring Visual Studio |
505 | 8 |
▼a Vulkan validation layers and extensionsVulkan instances; The Vulkan Context class; Creating the window surface; Picking a physical device and creating a logical device; Summary; Chapter 10: Preparing the Clear Screen; Creating the SwapChain; Creating the Renderpass; Using render targets and Framebuffers; Creating CommandBuffer; Begining and ending Renderpass; Creating the clear screen; Summary; Chapter 11: Creating Object Resources; Updating the Mesh class for Vulkan; Creating the ObjectBuffers class; Creating the Descriptor class; Creating the SPIR-V shader binary; Summary |
520 | |
▼a Chapter 4: Creating Your Game; Starting afresh; Creating the hero class; Creating the enemy class; Adding enemies; Creating a rocket class; Adding rockets; Collision detection; Summary; Chapter 5: Finalizing Your Game; Finishing the Gameloop and adding scoring; Adding text; Adding audio; Adding player animations; Summary; Section 3: Modern OpenGL 3D Game Development; Chapter 6: Getting Started with OpenGL; What is OpenGL?; Creating our first OpenGL project; Creating a window and ClearScreen; Creating a Mesh class; Creating a Camera class; The ShaderLoader class |
520 | |
▼a This book will get you up to speed with the specifics of making games look and feel great, by using modern animation and rendering techniques with the integration of great physics libraries for an improved and realistic user experience. |
588 | 0 |
▼a Print version record. |
590 | |
▼a Master record variable field(s) change: 050, 082 |
650 | 0 |
▼a C++ (Computer program language) |
650 | 0 |
▼a Object-oriented programming languages. |
650 | 0 |
▼a Computer games
▼x Programming. |
650 | 0 |
▼a Computer games
▼x Design. |
655 | 4 |
▼a Electronic books. |
776 | 08 |
▼i Print version:
▼a Shekar, Siddharth.
▼t C++ Game Development by Example : Learn to Build Games and Graphics with SFML, OpenGL, and Vulkan Using C++ Programming.
▼d Birmingham : Packt Publishing, Limited, 짤2019
▼z 9781789535303 |
856 | 40 |
▼3 EBSCOhost
▼u http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=2116997 |
938 | |
▼a Askews and Holts Library Services
▼b ASKH
▼n BDZ0040044125 |
938 | |
▼a EBL - Ebook Library
▼b EBLB
▼n EBL5764475 |
938 | |
▼a YBP Library Services
▼b YANK
▼n 300510553 |
938 | |
▼a EBSCOhost
▼b EBSC
▼n 2116997 |
990 | |
▼a 관리자 |
994 | |
▼a 92
▼b N$T |