図書
Game programming in C++ : : creating 3D games /
- Material type
- 図書
- Author
- -
- Publisher
- Addison-Wesley,
- Publication date
- [2018],
- Material Format
- Paper
- Capacity, size, etc.
- xxii, 499 pages : ; 23 cm.
- Collection
- -
Notes on use
Note (General):
- Setting Up a Development Environment -- Microsoft Windows -- Apple macOS -- Getting This Book's Source Code -- Beyond the C++ Standard Library -- The ...
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Bibliographic Record
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Paper
- Material Type
- 図書
- ISBN
- 0134597206 (paperback)9780134597201 (paperback)
- Publication, Distribution, etc.
- Publication Date
- [2018],
- Extent
- xxii, 499 pages : ; 23 cm.
- Contributor
- Sanjay Madhav.
- Text Language Code
- eng
- NDC 10th ed.
- Target Audience
- 一般
- Note (General)
- Setting Up a Development Environment -- Microsoft Windows -- Apple macOS -- Getting This Book's Source Code -- Beyond the C++ Standard Library -- The Game Loop and Game Class -- Anatomy of a Frame -- Implementing a Skeleton Game Class -- Main Function -- Basic Input Processing -- Basic 2D Graphics -- The Color Buffer -- Double Buffering -- Implementing Basic 2D Graphics -- Drawing Walls, a Ball, and a Paddle -- Updating the Game -- Real Time and Game Time -- Logic as a Function of Delta Time -- Updating the Paddle's Position -- Updating the Ball's Position -- Game Project -- Summary -- Additional Reading -- Exercises -- Exercise 1.1 -- Exercise 1.2 -- Game Objects -- Types of Game Objects -- Game Object Models -- Integrating Game Objects into the Game Loop -- Sprites -- Loading Image Files -- Drawing Sprites -- Animating Sprites -- Scrolling Backgrounds -- Game Project -- Summary -- Additional Reading -- Exercises -- Exercise 2.1. -- Exercise 2.2 -- Exercise 2.3 -- Vectors -- Getting a Vector between Two Points: Subtraction -- Scaling a Vector: Scalar Multiplication -- Combining Two Vectors: Addition -- Determining a Distance: Length -- Determining Directions: Unit Vectors and Normalization -- Converting from an Angle to a Forward Vector -- Converting a Forward Vector to an Angle: Arctangent -- Determining the Angle between Two Vectors: Dot Product -- Calculating a Normal: Cross Product -- Basic Movement -- Creating a Basic MoveComponent Class -- Creating an InputComponent Class -- Newtonian Physics -- Linear Mechanics Overview -- Computing Positions with Euler Integration -- Issues with Variable Time Steps -- Basic Collision Detection -- Circle-Versus-Circle Intersection -- Creating a CircleComponent Subclass -- Game Project -- Summary -- Additional Reading -- Exercises -- Exercise 3.1 -- Exercise 3.2 -- Exercise 3.3 -- State Machine Behaviors -- Designing a State Machine -- Basic State Machine Implementation -- States as Classes -- Pathfinding -- Graphs -- Breadth-First Search -- Heuristics -- Greedy Best-First Search -- A Search -- Dijkstra's Algorithm -- Following a Path -- Other Graph Representations -- Game Trees -- Minimax -- Handling Incomplete Game Trees -- Alpha-Beta Pruning -- Game Project -- Summary -- Additional Reading -- Exercises -- Exercise 4.1 -- Exercise 4.2 -- Initializing OpenGL -- Setting Up the OpenGL Window -- The OpenGL Context and Initializing GLEW -- Rendering a Frame -- Triangle Basics -- Why Polygons? -- Normalized Device Coordinates -- Vertex and Index Buffers -- Shaders -- Vertex Shaders -- Fragment Shaders -- Writing Basic Shaders -- Loading Shaders -- Drawing Triangles -- Transformation Basics -- Object Space -- World Space -- Transforming to World Space -- Matrices and Transformations -- Matrix Multiplication -- Transforming a Point by Using a Matrix -- Transforming to World Space, Revisited -- Adding World Transforms to Actor -- Transforming from World Space to Clip Space -- Updating Shaders to Use Transform Matrices -- Texture Mapping -- Loading the Texture -- Updating the Vertex Format -- Updating the Shaders -- Alpha Blending -- Game Project -- Summary -- Additional Reading -- Exercises -- Exercise 5.1 -- Exercise 5.2 -- The Actor Transform in 3D -- Transform Matrices for 3D -- Euler Angles -- Quaternions -- New Actor Transform in Action -- Loading 3D Models -- Choosing a Model Format -- Updating the Vertex Attributes -- Loading a gpmesh File -- Drawing 3D Meshes -- Transforming to Clip Space, Revisited -- Out with the Painter's Algorithm, in with Z-Buffering -- The BasicMesh Shader -- The MeshComponent Class -- Lighting -- Revisiting Vertex Attributes -- Types of Lights -- Phong Reflection Model -- Implementing Lighting -- Game Project -- Summary -- Additional Reading -- Exercises -- Exercise 6.1. -- Exercise 6.2 -- Bootstrapping Audio -- FMOD -- Installing FMOD -- Creating an Audio System -- Banks and Events -- The SoundEvent Class -- 3D Positional Audio -- Setting Up a Basic Listener -- Adding Positional Functionality to SoundEvent -- Creating an AudioComponent to Associate Actors -- with Sound Events -- The Listener in a Third-Person Game -- The Doppler Effect -- Mixing and Effects -- Buses -- Snapshots -- Occlusion -- Game Project -- Summary -- Additional Reading -- Exercises -- Exercise 7.1 -- Exercise 7.2 -- Input Devices -- Polling -- Positive and Negative Edges -- Events -- Basic InputSystem Architecture -- Keyboard Input -- Mouse Input -- Buttons and Position -- Relative Motion -- Scroll Wheel -- Controller Input -- Enabling a Single Controller -- Buttons -- Analog Sticks and Triggers -- Filtering Analog Sticks in Two Dimensions -- Supporting Multiple Controllers -- Input Mappings -- Game Project -- Summary -- Additional Reading -- Exercises -- Exercise 8.1 -- Exercise 8.2 -- First-Person Camera -- Basic First-Person Movement -- Camera (Without Pitch) -- Adding Pitch -- First-Person Model -- Follow Camera -- Basic Follow Camera -- Adding a Spring -- Orbit Camera -- Spline Camera -- Unprojection -- Game Project -- Summary -- Additional Reading -- Exercises -- Exercise 9.1 -- Exercise 9.2 -- Geometric Types -- Line Segments -- Planes -- Bounding Volumes -- Intersection Tests -- Contains Point Tests -- Bounding Volume Tests -- Line Segment Tests -- Dynamic Objects -- Adding Collisions to Game Code -- The BoxComponent Class -- The PhysWorld Class -- Ball Collisions with SegmentCast -- Testing Box Collisions in PhysWorld -- Player Collision Against the Walls -- Game Project -- Summary -- Additional Reading -- Exercises -- Exercise 10.1 -- Exercise 10.2 -- Exercise 10.3 -- Font Rendering -- UI Screens -- The UI Screen Stack -- The Pause Menu -- Buttons -- Dialog Boxes -- HUD Elements -- Adding an Aiming Reticule -- Adding Radar -- Localization -- Working with Unicode -- Adding a Text Map -- Other Localization Concerns -- Supporting Multiple Resolutions -- Game Project -- Summary -- Additional Reading -- Exercises -- Exercise 11.1 -- Exercise 11.2 -- Exercise 11.3 -- Foundations of Skeletal Animation -- Skeletons and Poses -- The Inverse Bind Pose Matrix -- Animation Data -- Skinning -- Implementing Skeletal Animation -- Drawing with Skinning Vertex Attributes -- Loading a Skeleton -- Loading the Animation Data -- The Skinning Vertex Shader -- Updating Animations -- Game Project -- Summary -- Additional Reading -- Exercises -- Exercise 12.1 -- Exercise 12.2 -- Improving Texture Quality -- Texture Sampling, Revisited -- Mipmapping -- Anisotropic Filtering -- Rendering to Textures -- Creating the Texture -- Creating a Framebuffer Object -- Rendering to a Framebuffer Object -- Drawing the Mirror Texture in the HUD -- Deferred Shading - Creating a G-Buffer Class -- Writing to the G-buffer -- Global Lighting -- Adding Point Lights -- Improvements and Issues -- Game Project -- Summary -- Additional Reading -- Exercises -- Exercise 13.1 -- Exercise 13.2 -- Level File Loading -- Loading Global Properties -- Loading Actors -- Loading Components -- Saving Level Files -- Saving Global Properties -- Saving Actors and Components -- Binary Data -- Saving a Binary Mesh File -- Loading a Binary Mesh File -- Game Project -- Summary -- Additional Reading -- Exercises -- Exercise 14.1 -- Exercise 14.2.
- Holding library
- 東京都立中央図書館
- Note (Library)
- 301
- Call No.
- 007.6-M18-G
- Data Provider (Database)
- 東京都立中央図書館 : 公共図書館蔵書
- Bibliographic ID (SomokuID)
- 13520434347112992313
- OCLC No.
- 2017964125(OCoLC)1001447772