OGRE 3D 1.7 beginner's guide :: create real time 3D applications using OGRE 3D from scratch /
Annotation
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham :
Packt Pub.,
©2010.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | Annotation |
Beschreibung: | 1 online resource (viii, 285 pages) : illustrations |
ISBN: | 9781849512497 1849512493 |
Internformat
MARC
LEADER | 00000cam a2200000 a 4500 | ||
---|---|---|---|
001 | ZDB-4-EBA-ocn706476632 | ||
003 | OCoLC | ||
005 | 20241004212047.0 | ||
006 | m o d | ||
007 | cr cnu---unuuu | ||
008 | 110309s2010 enka o 001 0 eng d | ||
040 | |a N$T |b eng |e pn |c N$T |d OCLCQ |d OCLCF |d OCLCA |d NLGGC |d YDXCP |d UMI |d E7B |d COO |d HEBIS |d C6I |d DEBSZ |d NLE |d OCLCQ |d JBG |d AGLDB |d CNNOR |d MOR |d CCO |d PIFAG |d OCLCQ |d U3W |d REB |d BRL |d STF |d WRM |d VTS |d CEF |d INT |d VT2 |d AU@ |d OCLCQ |d UKMGB |d WYU |d OCLCQ |d A6Q |d OCLCQ |d M8D |d OCLCA |d UKAHL |d HS0 |d NLW |d UKCRE |d UK7LJ |d OCLCQ |d OCLCO |d OCLCQ |d TOH |d OCLCQ |d OCLCO |d OCLCL | ||
015 | |a GBB6G4000 |2 bnb | ||
016 | 7 | |a 018011929 |2 Uk | |
019 | |a 704516616 |a 741108103 |a 988505068 |a 991954845 |a 1037487247 |a 1038679942 |a 1055397714 |a 1058143445 |a 1081228702 |a 1083565950 |a 1103250534 |a 1129349041 |a 1129353039 |a 1152991760 |a 1156190442 |a 1192338494 | ||
020 | |a 9781849512497 |q (electronic bk.) | ||
020 | |a 1849512493 |q (electronic bk.) | ||
020 | |z 9781849512480 |q (pbk.) | ||
020 | |z 1849512485 |q (pbk.) | ||
035 | |a (OCoLC)706476632 |z (OCoLC)704516616 |z (OCoLC)741108103 |z (OCoLC)988505068 |z (OCoLC)991954845 |z (OCoLC)1037487247 |z (OCoLC)1038679942 |z (OCoLC)1055397714 |z (OCoLC)1058143445 |z (OCoLC)1081228702 |z (OCoLC)1083565950 |z (OCoLC)1103250534 |z (OCoLC)1129349041 |z (OCoLC)1129353039 |z (OCoLC)1152991760 |z (OCoLC)1156190442 |z (OCoLC)1192338494 | ||
037 | |a CL0500000098 |b Safari Books Online | ||
050 | 4 | |a T385 |b .K474 2010eb | |
072 | 7 | |a COM |x 012050 |2 bisacsh | |
072 | 7 | |a PHO |x 024000 |2 bisacsh | |
072 | 7 | |a TEC |x 015000 |2 bisacsh | |
072 | 7 | |a COM |x 087020 |2 bisacsh | |
082 | 7 | |a 006.6/8 |2 22 | |
049 | |a MAIN | ||
100 | 1 | |a Kerger, Felix. | |
245 | 1 | 0 | |a OGRE 3D 1.7 beginner's guide : |b create real time 3D applications using OGRE 3D from scratch / |c Felix Kerger. |
260 | |a Birmingham : |b Packt Pub., |c ©2010. | ||
300 | |a 1 online resource (viii, 285 pages) : |b illustrations | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
520 | 8 | |a Annotation |b Want to make your own 3D applications, simulations, and games?<br /><br />OGRE 3D, an open source Object-Oriented 3D Graphics Rendering Engine written in C++, which can be utilized to create a variety of 3D applications and is commonly used in game creation, can help you to do so!<br /><br />OGRE 3D 1.7 Beginner's Guide, based on the latest version 1.7, makes it super easy for you to make your own monsters, spaceship shooters, weapons, enemies, and more!<br /><br />OGRE 3D 1.7 Beginner's Guide will teach you to develop 3D applications that are exciting and interesting and if used correctly can result in stunning games and simulations. You will start from the very beginning and then work your way up to complex scenes and stunning effects.<br /><br />In this book you will start with how to download and configure OGRE 3D, then create your first example scene. With the help of this sample scene, you will be introduced to several related topics each of which will be explained through several other examples and by do-it-yourself tasks.<br /><br />After each example there is a section that explains the theory behind the technique used for deeper understanding. You will also use what you learned in one example in another example and repeat each technique several times while learning new ones at the same time to strengthen the topics learned. Within no time you will master the art of game creation. Imagine how great you will feel when all your friends are playing the great-looking games you've created with OGRE 3D and this book.<br /><br />A step-by-step guide for beginners, filled with examples and simple do-it-yourself exercises. | |
505 | 0 | |a Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1: Installing Ogre 3D; Downloading and installing Ogre 3D; Time for action -- downloading and installing Ogre 3D; Different versions of the Ogre 3D SDK; Exploring the SDK; The Ogre 3D samples; Time for action -- building the Ogre 3D samples; The first application with Ogre 3D; Time for action -- starting the project and configuring the IDE; ExampleApplication; Loading the first model; Time for action -- loading a model; Summary; Chapter 2: The Ogre Scene Graph; Creating a scene node | |
505 | 8 | |a Time for action -- creating a scene node with Ogre 3DHow to work with the RootSceneNode; 3D space; Scene graph; Setting the position of a scene node; Time for action -- setting the position of a scene node; Rotating a scene node; Time for action -- rotating a scene node; Scaling a scene node; Time for action -- scaling a scene node; Using a scene graph the clever way; Time for action -- building a tree using scene nodes; Have a go hero -- adding a following ninja; Different spaces in a scene; Time for action -- translating in World space; Different spaces in a 3D scene; Translating in local space | |
505 | 8 | |a Time for action -- translating in local and parent spaceRotating in different spaces; Time for action -- rotating in different spaces; Scaling in different spaces; Summary; Chapter 3: Camera, Light, and Shadow; Creating a plane; Time for action -- creating a plane; Representing models in 3D; Adding a point light; Time for action -- adding a point light; Adding a spotlight; Time for action -- creating a spotlight; Spotlights; Directional lights; Time for action -- creating a directional light; The missing thing; Time for action -- finding out what's missing; Adding shadows | |
505 | 8 | |a Time for action -- adding shadowsCreating a camera; Time for action -- creating a camera; Creating a viewport; Time for action -- doing something that illustrates; the thing in action -- Summary; Chapter 4: Getting User Input and Using the Frame Listener; Preparing a scene; Time for action -- preparing a scene; Adding movement to the scene; Time for action -- adding movement to the scene; FrameListener; Modifying the code to be time based rather than frame based; Time for action -- adding time-based movement; Adding input support; Time for action -- adding input support; Window handle | |
505 | 8 | |a Adding movement to the modelTime for action -- controlling Sinbad; Adding a camera; Time for action -- making the camera work again; Mouse state; Adding wireframe and point render mode; Time for action -- adding wireframe and point render mode; Adding a timer; Time for action -- adding a timer; Summary; Chapter 5: Animating models with Ogre 3D; Adding animations; Time for action -- adding animations; Playing two animations at the same time; Time for action -- adding a second animation; Let's walk a bit; Time for action -- combining user control and animation; Adding swords | |
505 | 8 | |a Time for action -- adding swords | |
650 | 0 | |a Computer graphics. | |
650 | 0 | |a Three-dimensional display systems. |0 http://id.loc.gov/authorities/subjects/sh85135021 | |
650 | 6 | |a Infographie. | |
650 | 6 | |a Affichage tridimensionnel. | |
650 | 7 | |a computer graphics. |2 aat | |
650 | 7 | |a three-dimensional. |2 aat | |
650 | 7 | |a COMPUTERS |x Image Processing. |2 bisacsh | |
650 | 7 | |a PHOTOGRAPHY |x Techniques |x Digital. |2 bisacsh | |
650 | 7 | |a TECHNOLOGY & ENGINEERING |x Imaging Systems. |2 bisacsh | |
650 | 7 | |a COMPUTERS |x Digital Media |x Graphics Applications. |2 bisacsh | |
650 | 7 | |a Computer graphics |2 fast | |
650 | 7 | |a Three-dimensional display systems |2 fast | |
758 | |i has work: |a Ogre 3D 1.7 Beginner's Guide (Text) |1 https://id.oclc.org/worldcat/entity/E39PCXmWHmYYmQR9Tx37MkGcrm |4 https://id.oclc.org/worldcat/ontology/hasWork | ||
776 | 0 | 8 | |i Print version: |a Kerger, Felix. |t Ogre 3D 1.7 beginner's guide. |d Birmingham, UK : Packt Pub., 2010 |z 9781849512480 |w (OCoLC)722703187 |
856 | 4 | 0 | |l FWS01 |p ZDB-4-EBA |q FWS_PDA_EBA |u https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=348444 |3 Volltext |
938 | |a Askews and Holts Library Services |b ASKH |n AH26943647 | ||
938 | |a ebrary |b EBRY |n ebr10435406 | ||
938 | |a EBSCOhost |b EBSC |n 348444 | ||
938 | |a YBP Library Services |b YANK |n 3601886 | ||
994 | |a 92 |b GEBAY | ||
912 | |a ZDB-4-EBA | ||
049 | |a DE-863 |
Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-ocn706476632 |
---|---|
_version_ | 1816881753363578880 |
adam_text | |
any_adam_object | |
author | Kerger, Felix |
author_facet | Kerger, Felix |
author_role | |
author_sort | Kerger, Felix |
author_variant | f k fk |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | T - Technology |
callnumber-label | T385 |
callnumber-raw | T385 .K474 2010eb |
callnumber-search | T385 .K474 2010eb |
callnumber-sort | T 3385 K474 42010EB |
callnumber-subject | T - General Technology |
collection | ZDB-4-EBA |
contents | Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1: Installing Ogre 3D; Downloading and installing Ogre 3D; Time for action -- downloading and installing Ogre 3D; Different versions of the Ogre 3D SDK; Exploring the SDK; The Ogre 3D samples; Time for action -- building the Ogre 3D samples; The first application with Ogre 3D; Time for action -- starting the project and configuring the IDE; ExampleApplication; Loading the first model; Time for action -- loading a model; Summary; Chapter 2: The Ogre Scene Graph; Creating a scene node Time for action -- creating a scene node with Ogre 3DHow to work with the RootSceneNode; 3D space; Scene graph; Setting the position of a scene node; Time for action -- setting the position of a scene node; Rotating a scene node; Time for action -- rotating a scene node; Scaling a scene node; Time for action -- scaling a scene node; Using a scene graph the clever way; Time for action -- building a tree using scene nodes; Have a go hero -- adding a following ninja; Different spaces in a scene; Time for action -- translating in World space; Different spaces in a 3D scene; Translating in local space Time for action -- translating in local and parent spaceRotating in different spaces; Time for action -- rotating in different spaces; Scaling in different spaces; Summary; Chapter 3: Camera, Light, and Shadow; Creating a plane; Time for action -- creating a plane; Representing models in 3D; Adding a point light; Time for action -- adding a point light; Adding a spotlight; Time for action -- creating a spotlight; Spotlights; Directional lights; Time for action -- creating a directional light; The missing thing; Time for action -- finding out what's missing; Adding shadows Time for action -- adding shadowsCreating a camera; Time for action -- creating a camera; Creating a viewport; Time for action -- doing something that illustrates; the thing in action -- Summary; Chapter 4: Getting User Input and Using the Frame Listener; Preparing a scene; Time for action -- preparing a scene; Adding movement to the scene; Time for action -- adding movement to the scene; FrameListener; Modifying the code to be time based rather than frame based; Time for action -- adding time-based movement; Adding input support; Time for action -- adding input support; Window handle Adding movement to the modelTime for action -- controlling Sinbad; Adding a camera; Time for action -- making the camera work again; Mouse state; Adding wireframe and point render mode; Time for action -- adding wireframe and point render mode; Adding a timer; Time for action -- adding a timer; Summary; Chapter 5: Animating models with Ogre 3D; Adding animations; Time for action -- adding animations; Playing two animations at the same time; Time for action -- adding a second animation; Let's walk a bit; Time for action -- combining user control and animation; Adding swords Time for action -- adding swords |
ctrlnum | (OCoLC)706476632 |
dewey-full | 006.6/8 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 006 - Special computer methods |
dewey-raw | 006.6/8 |
dewey-search | 006.6/8 |
dewey-sort | 16.6 18 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
format | Electronic eBook |
fullrecord | <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>08029cam a2200709 a 4500</leader><controlfield tag="001">ZDB-4-EBA-ocn706476632</controlfield><controlfield tag="003">OCoLC</controlfield><controlfield tag="005">20241004212047.0</controlfield><controlfield tag="006">m o d </controlfield><controlfield tag="007">cr cnu---unuuu</controlfield><controlfield tag="008">110309s2010 enka o 001 0 eng d</controlfield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">N$T</subfield><subfield code="b">eng</subfield><subfield code="e">pn</subfield><subfield code="c">N$T</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">OCLCF</subfield><subfield code="d">OCLCA</subfield><subfield code="d">NLGGC</subfield><subfield code="d">YDXCP</subfield><subfield code="d">UMI</subfield><subfield code="d">E7B</subfield><subfield code="d">COO</subfield><subfield code="d">HEBIS</subfield><subfield code="d">C6I</subfield><subfield code="d">DEBSZ</subfield><subfield code="d">NLE</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">JBG</subfield><subfield code="d">AGLDB</subfield><subfield code="d">CNNOR</subfield><subfield code="d">MOR</subfield><subfield code="d">CCO</subfield><subfield code="d">PIFAG</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">U3W</subfield><subfield code="d">REB</subfield><subfield code="d">BRL</subfield><subfield code="d">STF</subfield><subfield code="d">WRM</subfield><subfield code="d">VTS</subfield><subfield code="d">CEF</subfield><subfield code="d">INT</subfield><subfield code="d">VT2</subfield><subfield code="d">AU@</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">UKMGB</subfield><subfield code="d">WYU</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">A6Q</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">M8D</subfield><subfield code="d">OCLCA</subfield><subfield code="d">UKAHL</subfield><subfield code="d">HS0</subfield><subfield code="d">NLW</subfield><subfield code="d">UKCRE</subfield><subfield code="d">UK7LJ</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">OCLCO</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">TOH</subfield><subfield code="d">OCLCQ</subfield><subfield code="d">OCLCO</subfield><subfield code="d">OCLCL</subfield></datafield><datafield tag="015" ind1=" " ind2=" "><subfield code="a">GBB6G4000</subfield><subfield code="2">bnb</subfield></datafield><datafield tag="016" ind1="7" ind2=" "><subfield code="a">018011929</subfield><subfield code="2">Uk</subfield></datafield><datafield tag="019" ind1=" " ind2=" "><subfield code="a">704516616</subfield><subfield code="a">741108103</subfield><subfield code="a">988505068</subfield><subfield code="a">991954845</subfield><subfield code="a">1037487247</subfield><subfield code="a">1038679942</subfield><subfield code="a">1055397714</subfield><subfield code="a">1058143445</subfield><subfield code="a">1081228702</subfield><subfield code="a">1083565950</subfield><subfield code="a">1103250534</subfield><subfield code="a">1129349041</subfield><subfield code="a">1129353039</subfield><subfield code="a">1152991760</subfield><subfield code="a">1156190442</subfield><subfield code="a">1192338494</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9781849512497</subfield><subfield code="q">(electronic bk.)</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">1849512493</subfield><subfield code="q">(electronic bk.)</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="z">9781849512480</subfield><subfield code="q">(pbk.)</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="z">1849512485</subfield><subfield code="q">(pbk.)</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(OCoLC)706476632</subfield><subfield code="z">(OCoLC)704516616</subfield><subfield code="z">(OCoLC)741108103</subfield><subfield code="z">(OCoLC)988505068</subfield><subfield code="z">(OCoLC)991954845</subfield><subfield code="z">(OCoLC)1037487247</subfield><subfield code="z">(OCoLC)1038679942</subfield><subfield code="z">(OCoLC)1055397714</subfield><subfield code="z">(OCoLC)1058143445</subfield><subfield code="z">(OCoLC)1081228702</subfield><subfield code="z">(OCoLC)1083565950</subfield><subfield code="z">(OCoLC)1103250534</subfield><subfield code="z">(OCoLC)1129349041</subfield><subfield code="z">(OCoLC)1129353039</subfield><subfield code="z">(OCoLC)1152991760</subfield><subfield code="z">(OCoLC)1156190442</subfield><subfield code="z">(OCoLC)1192338494</subfield></datafield><datafield tag="037" ind1=" " ind2=" "><subfield code="a">CL0500000098</subfield><subfield code="b">Safari Books Online</subfield></datafield><datafield tag="050" ind1=" " ind2="4"><subfield code="a">T385</subfield><subfield code="b">.K474 2010eb</subfield></datafield><datafield tag="072" ind1=" " ind2="7"><subfield code="a">COM</subfield><subfield code="x">012050</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="072" ind1=" " ind2="7"><subfield code="a">PHO</subfield><subfield code="x">024000</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="072" ind1=" " ind2="7"><subfield code="a">TEC</subfield><subfield code="x">015000</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="072" ind1=" " ind2="7"><subfield code="a">COM</subfield><subfield code="x">087020</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="082" ind1="7" ind2=" "><subfield code="a">006.6/8</subfield><subfield code="2">22</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">MAIN</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Kerger, Felix.</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">OGRE 3D 1.7 beginner's guide :</subfield><subfield code="b">create real time 3D applications using OGRE 3D from scratch /</subfield><subfield code="c">Felix Kerger.</subfield></datafield><datafield tag="260" ind1=" " ind2=" "><subfield code="a">Birmingham :</subfield><subfield code="b">Packt Pub.,</subfield><subfield code="c">©2010.</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">1 online resource (viii, 285 pages) :</subfield><subfield code="b">illustrations</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="a">text</subfield><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="a">computer</subfield><subfield code="b">c</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="a">online resource</subfield><subfield code="b">cr</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="520" ind1="8" ind2=" "><subfield code="a">Annotation</subfield><subfield code="b">Want to make your own 3D applications, simulations, and games?<br /><br />OGRE 3D, an open source Object-Oriented 3D Graphics Rendering Engine written in C++, which can be utilized to create a variety of 3D applications and is commonly used in game creation, can help you to do so!<br /><br />OGRE 3D 1.7 Beginner's Guide, based on the latest version 1.7, makes it super easy for you to make your own monsters, spaceship shooters, weapons, enemies, and more!<br /><br />OGRE 3D 1.7 Beginner's Guide will teach you to develop 3D applications that are exciting and interesting and if used correctly can result in stunning games and simulations. You will start from the very beginning and then work your way up to complex scenes and stunning effects.<br /><br />In this book you will start with how to download and configure OGRE 3D, then create your first example scene. With the help of this sample scene, you will be introduced to several related topics each of which will be explained through several other examples and by do-it-yourself tasks.<br /><br />After each example there is a section that explains the theory behind the technique used for deeper understanding. You will also use what you learned in one example in another example and repeat each technique several times while learning new ones at the same time to strengthen the topics learned. Within no time you will master the art of game creation. Imagine how great you will feel when all your friends are playing the great-looking games you've created with OGRE 3D and this book.<br /><br />A step-by-step guide for beginners, filled with examples and simple do-it-yourself exercises.</subfield></datafield><datafield tag="505" ind1="0" ind2=" "><subfield code="a">Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1: Installing Ogre 3D; Downloading and installing Ogre 3D; Time for action -- downloading and installing Ogre 3D; Different versions of the Ogre 3D SDK; Exploring the SDK; The Ogre 3D samples; Time for action -- building the Ogre 3D samples; The first application with Ogre 3D; Time for action -- starting the project and configuring the IDE; ExampleApplication; Loading the first model; Time for action -- loading a model; Summary; Chapter 2: The Ogre Scene Graph; Creating a scene node</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Time for action -- creating a scene node with Ogre 3DHow to work with the RootSceneNode; 3D space; Scene graph; Setting the position of a scene node; Time for action -- setting the position of a scene node; Rotating a scene node; Time for action -- rotating a scene node; Scaling a scene node; Time for action -- scaling a scene node; Using a scene graph the clever way; Time for action -- building a tree using scene nodes; Have a go hero -- adding a following ninja; Different spaces in a scene; Time for action -- translating in World space; Different spaces in a 3D scene; Translating in local space</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Time for action -- translating in local and parent spaceRotating in different spaces; Time for action -- rotating in different spaces; Scaling in different spaces; Summary; Chapter 3: Camera, Light, and Shadow; Creating a plane; Time for action -- creating a plane; Representing models in 3D; Adding a point light; Time for action -- adding a point light; Adding a spotlight; Time for action -- creating a spotlight; Spotlights; Directional lights; Time for action -- creating a directional light; The missing thing; Time for action -- finding out what's missing; Adding shadows</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Time for action -- adding shadowsCreating a camera; Time for action -- creating a camera; Creating a viewport; Time for action -- doing something that illustrates; the thing in action -- Summary; Chapter 4: Getting User Input and Using the Frame Listener; Preparing a scene; Time for action -- preparing a scene; Adding movement to the scene; Time for action -- adding movement to the scene; FrameListener; Modifying the code to be time based rather than frame based; Time for action -- adding time-based movement; Adding input support; Time for action -- adding input support; Window handle</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Adding movement to the modelTime for action -- controlling Sinbad; Adding a camera; Time for action -- making the camera work again; Mouse state; Adding wireframe and point render mode; Time for action -- adding wireframe and point render mode; Adding a timer; Time for action -- adding a timer; Summary; Chapter 5: Animating models with Ogre 3D; Adding animations; Time for action -- adding animations; Playing two animations at the same time; Time for action -- adding a second animation; Let's walk a bit; Time for action -- combining user control and animation; Adding swords</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Time for action -- adding swords</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Computer graphics.</subfield></datafield><datafield tag="650" ind1=" " ind2="0"><subfield code="a">Three-dimensional display systems.</subfield><subfield code="0">http://id.loc.gov/authorities/subjects/sh85135021</subfield></datafield><datafield tag="650" ind1=" " ind2="6"><subfield code="a">Infographie.</subfield></datafield><datafield tag="650" ind1=" " ind2="6"><subfield code="a">Affichage tridimensionnel.</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">computer graphics.</subfield><subfield code="2">aat</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">three-dimensional.</subfield><subfield code="2">aat</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">COMPUTERS</subfield><subfield code="x">Image Processing.</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">PHOTOGRAPHY</subfield><subfield code="x">Techniques</subfield><subfield code="x">Digital.</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">TECHNOLOGY & ENGINEERING</subfield><subfield code="x">Imaging Systems.</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">COMPUTERS</subfield><subfield code="x">Digital Media</subfield><subfield code="x">Graphics Applications.</subfield><subfield code="2">bisacsh</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">Computer graphics</subfield><subfield code="2">fast</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">Three-dimensional display systems</subfield><subfield code="2">fast</subfield></datafield><datafield tag="758" ind1=" " ind2=" "><subfield code="i">has work:</subfield><subfield code="a">Ogre 3D 1.7 Beginner's Guide (Text)</subfield><subfield code="1">https://id.oclc.org/worldcat/entity/E39PCXmWHmYYmQR9Tx37MkGcrm</subfield><subfield code="4">https://id.oclc.org/worldcat/ontology/hasWork</subfield></datafield><datafield tag="776" ind1="0" ind2="8"><subfield code="i">Print version:</subfield><subfield code="a">Kerger, Felix.</subfield><subfield code="t">Ogre 3D 1.7 beginner's guide.</subfield><subfield code="d">Birmingham, UK : Packt Pub., 2010</subfield><subfield code="z">9781849512480</subfield><subfield code="w">(OCoLC)722703187</subfield></datafield><datafield tag="856" ind1="4" ind2="0"><subfield code="l">FWS01</subfield><subfield code="p">ZDB-4-EBA</subfield><subfield code="q">FWS_PDA_EBA</subfield><subfield code="u">https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=348444</subfield><subfield code="3">Volltext</subfield></datafield><datafield tag="938" ind1=" " ind2=" "><subfield code="a">Askews and Holts Library Services</subfield><subfield code="b">ASKH</subfield><subfield code="n">AH26943647</subfield></datafield><datafield tag="938" ind1=" " ind2=" "><subfield code="a">ebrary</subfield><subfield code="b">EBRY</subfield><subfield code="n">ebr10435406</subfield></datafield><datafield tag="938" ind1=" " ind2=" "><subfield code="a">EBSCOhost</subfield><subfield code="b">EBSC</subfield><subfield code="n">348444</subfield></datafield><datafield tag="938" ind1=" " ind2=" "><subfield code="a">YBP Library Services</subfield><subfield code="b">YANK</subfield><subfield code="n">3601886</subfield></datafield><datafield tag="994" ind1=" " ind2=" "><subfield code="a">92</subfield><subfield code="b">GEBAY</subfield></datafield><datafield tag="912" ind1=" " ind2=" "><subfield code="a">ZDB-4-EBA</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">DE-863</subfield></datafield></record></collection> |
id | ZDB-4-EBA-ocn706476632 |
illustrated | Illustrated |
indexdate | 2024-11-27T13:17:44Z |
institution | BVB |
isbn | 9781849512497 1849512493 |
language | English |
oclc_num | 706476632 |
open_access_boolean | |
owner | MAIN DE-863 DE-BY-FWS |
owner_facet | MAIN DE-863 DE-BY-FWS |
physical | 1 online resource (viii, 285 pages) : illustrations |
psigel | ZDB-4-EBA |
publishDate | 2010 |
publishDateSearch | 2010 |
publishDateSort | 2010 |
publisher | Packt Pub., |
record_format | marc |
spelling | Kerger, Felix. OGRE 3D 1.7 beginner's guide : create real time 3D applications using OGRE 3D from scratch / Felix Kerger. Birmingham : Packt Pub., ©2010. 1 online resource (viii, 285 pages) : illustrations text txt rdacontent computer c rdamedia online resource cr rdacarrier Annotation Want to make your own 3D applications, simulations, and games?<br /><br />OGRE 3D, an open source Object-Oriented 3D Graphics Rendering Engine written in C++, which can be utilized to create a variety of 3D applications and is commonly used in game creation, can help you to do so!<br /><br />OGRE 3D 1.7 Beginner's Guide, based on the latest version 1.7, makes it super easy for you to make your own monsters, spaceship shooters, weapons, enemies, and more!<br /><br />OGRE 3D 1.7 Beginner's Guide will teach you to develop 3D applications that are exciting and interesting and if used correctly can result in stunning games and simulations. You will start from the very beginning and then work your way up to complex scenes and stunning effects.<br /><br />In this book you will start with how to download and configure OGRE 3D, then create your first example scene. With the help of this sample scene, you will be introduced to several related topics each of which will be explained through several other examples and by do-it-yourself tasks.<br /><br />After each example there is a section that explains the theory behind the technique used for deeper understanding. You will also use what you learned in one example in another example and repeat each technique several times while learning new ones at the same time to strengthen the topics learned. Within no time you will master the art of game creation. Imagine how great you will feel when all your friends are playing the great-looking games you've created with OGRE 3D and this book.<br /><br />A step-by-step guide for beginners, filled with examples and simple do-it-yourself exercises. Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1: Installing Ogre 3D; Downloading and installing Ogre 3D; Time for action -- downloading and installing Ogre 3D; Different versions of the Ogre 3D SDK; Exploring the SDK; The Ogre 3D samples; Time for action -- building the Ogre 3D samples; The first application with Ogre 3D; Time for action -- starting the project and configuring the IDE; ExampleApplication; Loading the first model; Time for action -- loading a model; Summary; Chapter 2: The Ogre Scene Graph; Creating a scene node Time for action -- creating a scene node with Ogre 3DHow to work with the RootSceneNode; 3D space; Scene graph; Setting the position of a scene node; Time for action -- setting the position of a scene node; Rotating a scene node; Time for action -- rotating a scene node; Scaling a scene node; Time for action -- scaling a scene node; Using a scene graph the clever way; Time for action -- building a tree using scene nodes; Have a go hero -- adding a following ninja; Different spaces in a scene; Time for action -- translating in World space; Different spaces in a 3D scene; Translating in local space Time for action -- translating in local and parent spaceRotating in different spaces; Time for action -- rotating in different spaces; Scaling in different spaces; Summary; Chapter 3: Camera, Light, and Shadow; Creating a plane; Time for action -- creating a plane; Representing models in 3D; Adding a point light; Time for action -- adding a point light; Adding a spotlight; Time for action -- creating a spotlight; Spotlights; Directional lights; Time for action -- creating a directional light; The missing thing; Time for action -- finding out what's missing; Adding shadows Time for action -- adding shadowsCreating a camera; Time for action -- creating a camera; Creating a viewport; Time for action -- doing something that illustrates; the thing in action -- Summary; Chapter 4: Getting User Input and Using the Frame Listener; Preparing a scene; Time for action -- preparing a scene; Adding movement to the scene; Time for action -- adding movement to the scene; FrameListener; Modifying the code to be time based rather than frame based; Time for action -- adding time-based movement; Adding input support; Time for action -- adding input support; Window handle Adding movement to the modelTime for action -- controlling Sinbad; Adding a camera; Time for action -- making the camera work again; Mouse state; Adding wireframe and point render mode; Time for action -- adding wireframe and point render mode; Adding a timer; Time for action -- adding a timer; Summary; Chapter 5: Animating models with Ogre 3D; Adding animations; Time for action -- adding animations; Playing two animations at the same time; Time for action -- adding a second animation; Let's walk a bit; Time for action -- combining user control and animation; Adding swords Time for action -- adding swords Computer graphics. Three-dimensional display systems. http://id.loc.gov/authorities/subjects/sh85135021 Infographie. Affichage tridimensionnel. computer graphics. aat three-dimensional. aat COMPUTERS Image Processing. bisacsh PHOTOGRAPHY Techniques Digital. bisacsh TECHNOLOGY & ENGINEERING Imaging Systems. bisacsh COMPUTERS Digital Media Graphics Applications. bisacsh Computer graphics fast Three-dimensional display systems fast has work: Ogre 3D 1.7 Beginner's Guide (Text) https://id.oclc.org/worldcat/entity/E39PCXmWHmYYmQR9Tx37MkGcrm https://id.oclc.org/worldcat/ontology/hasWork Print version: Kerger, Felix. Ogre 3D 1.7 beginner's guide. Birmingham, UK : Packt Pub., 2010 9781849512480 (OCoLC)722703187 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=348444 Volltext |
spellingShingle | Kerger, Felix OGRE 3D 1.7 beginner's guide : create real time 3D applications using OGRE 3D from scratch / Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1: Installing Ogre 3D; Downloading and installing Ogre 3D; Time for action -- downloading and installing Ogre 3D; Different versions of the Ogre 3D SDK; Exploring the SDK; The Ogre 3D samples; Time for action -- building the Ogre 3D samples; The first application with Ogre 3D; Time for action -- starting the project and configuring the IDE; ExampleApplication; Loading the first model; Time for action -- loading a model; Summary; Chapter 2: The Ogre Scene Graph; Creating a scene node Time for action -- creating a scene node with Ogre 3DHow to work with the RootSceneNode; 3D space; Scene graph; Setting the position of a scene node; Time for action -- setting the position of a scene node; Rotating a scene node; Time for action -- rotating a scene node; Scaling a scene node; Time for action -- scaling a scene node; Using a scene graph the clever way; Time for action -- building a tree using scene nodes; Have a go hero -- adding a following ninja; Different spaces in a scene; Time for action -- translating in World space; Different spaces in a 3D scene; Translating in local space Time for action -- translating in local and parent spaceRotating in different spaces; Time for action -- rotating in different spaces; Scaling in different spaces; Summary; Chapter 3: Camera, Light, and Shadow; Creating a plane; Time for action -- creating a plane; Representing models in 3D; Adding a point light; Time for action -- adding a point light; Adding a spotlight; Time for action -- creating a spotlight; Spotlights; Directional lights; Time for action -- creating a directional light; The missing thing; Time for action -- finding out what's missing; Adding shadows Time for action -- adding shadowsCreating a camera; Time for action -- creating a camera; Creating a viewport; Time for action -- doing something that illustrates; the thing in action -- Summary; Chapter 4: Getting User Input and Using the Frame Listener; Preparing a scene; Time for action -- preparing a scene; Adding movement to the scene; Time for action -- adding movement to the scene; FrameListener; Modifying the code to be time based rather than frame based; Time for action -- adding time-based movement; Adding input support; Time for action -- adding input support; Window handle Adding movement to the modelTime for action -- controlling Sinbad; Adding a camera; Time for action -- making the camera work again; Mouse state; Adding wireframe and point render mode; Time for action -- adding wireframe and point render mode; Adding a timer; Time for action -- adding a timer; Summary; Chapter 5: Animating models with Ogre 3D; Adding animations; Time for action -- adding animations; Playing two animations at the same time; Time for action -- adding a second animation; Let's walk a bit; Time for action -- combining user control and animation; Adding swords Time for action -- adding swords Computer graphics. Three-dimensional display systems. http://id.loc.gov/authorities/subjects/sh85135021 Infographie. Affichage tridimensionnel. computer graphics. aat three-dimensional. aat COMPUTERS Image Processing. bisacsh PHOTOGRAPHY Techniques Digital. bisacsh TECHNOLOGY & ENGINEERING Imaging Systems. bisacsh COMPUTERS Digital Media Graphics Applications. bisacsh Computer graphics fast Three-dimensional display systems fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh85135021 |
title | OGRE 3D 1.7 beginner's guide : create real time 3D applications using OGRE 3D from scratch / |
title_auth | OGRE 3D 1.7 beginner's guide : create real time 3D applications using OGRE 3D from scratch / |
title_exact_search | OGRE 3D 1.7 beginner's guide : create real time 3D applications using OGRE 3D from scratch / |
title_full | OGRE 3D 1.7 beginner's guide : create real time 3D applications using OGRE 3D from scratch / Felix Kerger. |
title_fullStr | OGRE 3D 1.7 beginner's guide : create real time 3D applications using OGRE 3D from scratch / Felix Kerger. |
title_full_unstemmed | OGRE 3D 1.7 beginner's guide : create real time 3D applications using OGRE 3D from scratch / Felix Kerger. |
title_short | OGRE 3D 1.7 beginner's guide : |
title_sort | ogre 3d 1 7 beginner s guide create real time 3d applications using ogre 3d from scratch |
title_sub | create real time 3D applications using OGRE 3D from scratch / |
topic | Computer graphics. Three-dimensional display systems. http://id.loc.gov/authorities/subjects/sh85135021 Infographie. Affichage tridimensionnel. computer graphics. aat three-dimensional. aat COMPUTERS Image Processing. bisacsh PHOTOGRAPHY Techniques Digital. bisacsh TECHNOLOGY & ENGINEERING Imaging Systems. bisacsh COMPUTERS Digital Media Graphics Applications. bisacsh Computer graphics fast Three-dimensional display systems fast |
topic_facet | Computer graphics. Three-dimensional display systems. Infographie. Affichage tridimensionnel. computer graphics. three-dimensional. COMPUTERS Image Processing. PHOTOGRAPHY Techniques Digital. TECHNOLOGY & ENGINEERING Imaging Systems. COMPUTERS Digital Media Graphics Applications. Computer graphics Three-dimensional display systems |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=348444 |
work_keys_str_mv | AT kergerfelix ogre3d17beginnersguidecreaterealtime3dapplicationsusingogre3dfromscratch |