| 000 | 02666nam a22003855i 4500 | ||
|---|---|---|---|
| 001 | 978-1-4302-5054-8 | ||
| 003 | DE-He213 | ||
| 005 | 20140220082800.0 | ||
| 007 | cr nn 008mamaa | ||
| 008 | 130923s2013 xxu| s |||| 0|eng d | ||
| 020 |
_a9781430250548 _9978-1-4302-5054-8 |
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| 024 | 7 |
_a10.1007/978-1-4302-5054-8 _2doi |
|
| 050 | 4 | _aQA75.5-76.95 | |
| 072 | 7 |
_aUY _2bicssc |
|
| 072 | 7 |
_aCOM014000 _2bisacsh |
|
| 082 | 0 | 4 |
_a004 _223 |
| 100 | 1 |
_aMehta, Prateek. _eauthor. |
|
| 245 | 1 | 0 |
_aLearn OpenGL ES _h[electronic resource] : _bFor Mobile Game and Graphics Development / _cby Prateek Mehta. |
| 264 | 1 |
_aBerkeley, CA : _bApress : _bImprint: Apress, _c2013. |
|
| 300 |
_aXII, 220 p. 152 illus. _bonline resource. |
||
| 336 |
_atext _btxt _2rdacontent |
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| 337 |
_acomputer _bc _2rdamedia |
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| 338 |
_aonline resource _bcr _2rdacarrier |
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| 347 |
_atext file _bPDF _2rda |
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| 520 | _aWant to create sophisticated games and graphics-intensive apps? Learn OpenGL ES gets you started immediately with OpenGL ES. After mastering the basics of OpenGL ES itself, you will quickly find yourself writing and building game apps, without having to learn about object oriented programming techniques. This book demonstrates the use of a powerful open-source modeling tool, Blender. You will be guided, step by step, through the development of Tank Fence, a dynamic, interactive 3D game. Along the way you'll gain skills in building apps with Eclipse and the Android SDK or NDK, rendering graphics using hardware acceleration, and multithreading for performance and responsiveness. iOS developers will also find this book's information invaluable when writing their apps. You'll learn everything you need to know about: Creating simple, efficient game UIs Designing the basic building blocks of an exciting, interactive 3D game Pulling all the elements together with Blender, a powerful open-source tool for modeling, animation, rendering, compositing, video editing, and game creation Taking the next big step using custom and inbuilt functions, texturing, shading, light sources, and more Refining your mobile game app through collision detection, player-room-obstacle classes, and storage classes Doing all this efficiently on mobile devices with limited resources and processing | ||
| 650 | 0 | _aComputer science. | |
| 650 | 1 | 4 | _aComputer Science. |
| 650 | 2 | 4 | _aComputer Science, general. |
| 710 | 2 | _aSpringerLink (Online service) | |
| 773 | 0 | _tSpringer eBooks | |
| 776 | 0 | 8 |
_iPrinted edition: _z9781430250531 |
| 856 | 4 | 0 | _uhttp://dx.doi.org/10.1007/978-1-4302-5054-8 |
| 912 | _aZDB-2-CWD | ||
| 999 |
_c94325 _d94325 |
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