Essential mathematics for games and interactive applications: a programmer's guide
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Amsterdam
Morgan Kaufmann
© 2008
|
Ausgabe: | 2nd ed |
Schriftenreihe: | Morgan Kaufmann series in interactive 3D technology
|
Schlagworte: | |
Online-Zugang: | URL des Erstveröffentlichers |
Beschreibung: | Previous edition: 2004 Essential Mathematics for Games and Interactive Applications, 2nd edition presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix multiplication and expands on this foundation to cover such topics as color and lighting, interpolation, animation and basic game physics. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout. The new edition Windows code will now use Visual Studio.NET. There will also be DirectX support provided, along with OpenGL - due to its cross-platform nature. Programmers will find more concrete examples included in this edition, as well as additional information on tuning, optimization and robustness. The book has a companion CD-ROM with exercises and a test bank for the academic secondary market, and for main market: code examples built around a shared code base, including a math library covering all the topics presented in the book, a core vector/matrix math engine, and libraries to support basic 3D rendering and interaction. --Simple game engine with math, rendering, and input libraries on the CD-ROM, so that game developers can immediately start applying the techniques they learn in a basic codebase. --Exercises on the CD-ROM for educators to use for course material --Code samples shown throughout the book for real-world application Includes bibliographical references (pages 647-654) and index |
Beschreibung: | xxx, 670 pages |
ISBN: | 9780123742971 0123742978 9780080878614 008087861X |
Internformat
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490 | 0 | |a Morgan Kaufmann series in interactive 3D technology | |
500 | |a Previous edition: 2004 | ||
500 | |a Essential Mathematics for Games and Interactive Applications, 2nd edition presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix multiplication and expands on this foundation to cover such topics as color and lighting, interpolation, animation and basic game physics. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout. The new edition Windows code will now use Visual Studio.NET. There will also be DirectX support provided, along with OpenGL - due to its cross-platform nature. Programmers will find more concrete examples included in this edition, as well as additional information on tuning, optimization and robustness. The book has a companion CD-ROM with exercises and a test bank for the academic secondary market, and for main market: code examples built around a shared code base, including a math library covering all the topics presented in the book, a core vector/matrix math engine, and libraries to support basic 3D rendering and interaction. --Simple game engine with math, rendering, and input libraries on the CD-ROM, so that game developers can immediately start applying the techniques they learn in a basic codebase. --Exercises on the CD-ROM for educators to use for course material --Code samples shown throughout the book for real-world application | ||
500 | |a Includes bibliographical references (pages 647-654) and index | ||
650 | 7 | |a GAMES / Video & Electronic |2 bisacsh | |
650 | 7 | |a Computer games / Programming |2 fast | |
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Datensatz im Suchindex
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---|---|
any_adam_object | |
author | Van Verth, James M. |
author_facet | Van Verth, James M. |
author_role | aut |
author_sort | Van Verth, James M. |
author_variant | v j m v vjm vjmv |
building | Verbundindex |
bvnumber | BV044385619 |
collection | ZDB-33-ESD ZDB-33-EBS |
ctrlnum | (ZDB-33-ESD)ocn499051656 (OCoLC)499051656 (DE-599)BVBBV044385619 |
dewey-full | 794.8151 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8151 |
dewey-search | 794.8151 |
dewey-sort | 3794.8151 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
edition | 2nd ed |
format | Electronic eBook |
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language | English |
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spelling | Van Verth, James M. Verfasser aut Essential mathematics for games and interactive applications a programmer's guide Jim Van Verth, Lars M. Bishop 2nd ed Amsterdam Morgan Kaufmann © 2008 xxx, 670 pages txt rdacontent c rdamedia cr rdacarrier Morgan Kaufmann series in interactive 3D technology Previous edition: 2004 Essential Mathematics for Games and Interactive Applications, 2nd edition presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix multiplication and expands on this foundation to cover such topics as color and lighting, interpolation, animation and basic game physics. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout. The new edition Windows code will now use Visual Studio.NET. There will also be DirectX support provided, along with OpenGL - due to its cross-platform nature. Programmers will find more concrete examples included in this edition, as well as additional information on tuning, optimization and robustness. The book has a companion CD-ROM with exercises and a test bank for the academic secondary market, and for main market: code examples built around a shared code base, including a math library covering all the topics presented in the book, a core vector/matrix math engine, and libraries to support basic 3D rendering and interaction. --Simple game engine with math, rendering, and input libraries on the CD-ROM, so that game developers can immediately start applying the techniques they learn in a basic codebase. --Exercises on the CD-ROM for educators to use for course material --Code samples shown throughout the book for real-world application Includes bibliographical references (pages 647-654) and index GAMES / Video & Electronic bisacsh Computer games / Programming fast Computer games Programming Computerspiel (DE-588)4010457-6 gnd rswk-swf Programmierung (DE-588)4076370-5 gnd rswk-swf Dreidimensionale Computergrafik (DE-588)4133691-4 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Dreidimensionale Computergrafik (DE-588)4133691-4 s Programmierung (DE-588)4076370-5 s 1\p DE-604 Bishop, Lars M. Sonstige oth http://www.sciencedirect.com/science/book/9780123742971 Verlag URL des Erstveröffentlichers Volltext 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Van Verth, James M. Essential mathematics for games and interactive applications a programmer's guide GAMES / Video & Electronic bisacsh Computer games / Programming fast Computer games Programming Computerspiel (DE-588)4010457-6 gnd Programmierung (DE-588)4076370-5 gnd Dreidimensionale Computergrafik (DE-588)4133691-4 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4076370-5 (DE-588)4133691-4 |
title | Essential mathematics for games and interactive applications a programmer's guide |
title_auth | Essential mathematics for games and interactive applications a programmer's guide |
title_exact_search | Essential mathematics for games and interactive applications a programmer's guide |
title_full | Essential mathematics for games and interactive applications a programmer's guide Jim Van Verth, Lars M. Bishop |
title_fullStr | Essential mathematics for games and interactive applications a programmer's guide Jim Van Verth, Lars M. Bishop |
title_full_unstemmed | Essential mathematics for games and interactive applications a programmer's guide Jim Van Verth, Lars M. Bishop |
title_short | Essential mathematics for games and interactive applications |
title_sort | essential mathematics for games and interactive applications a programmer s guide |
title_sub | a programmer's guide |
topic | GAMES / Video & Electronic bisacsh Computer games / Programming fast Computer games Programming Computerspiel (DE-588)4010457-6 gnd Programmierung (DE-588)4076370-5 gnd Dreidimensionale Computergrafik (DE-588)4133691-4 gnd |
topic_facet | GAMES / Video & Electronic Computer games / Programming Computer games Programming Computerspiel Programmierung Dreidimensionale Computergrafik |
url | http://www.sciencedirect.com/science/book/9780123742971 |
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