MARC details
| 000 -LEADER |
| fixed length control field |
03343cam a22004217i 4500 |
| 001 - CONTROL NUMBER |
| control field |
20227812 |
| 005 - DATE AND TIME OF LATEST TRANSACTION |
| control field |
20201222120709.0 |
| 008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION |
| fixed length control field |
171220t20182018maua b 001 0 eng d |
| 010 ## - LIBRARY OF CONGRESS CONTROL NUMBER |
| LC control number |
2017964125 |
| 020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
| International Standard Book Number |
0134597206 |
| 020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
| International Standard Book Number |
9780134597201 |
| 035 ## - SYSTEM CONTROL NUMBER |
| System control number |
(OCoLC)on1001447772 |
| 040 ## - CATALOGING SOURCE |
| Original cataloging agency |
YDX |
| Language of cataloging |
eng |
| Transcribing agency |
YDX |
| Description conventions |
rda |
| Modifying agency |
CCPLG |
| -- |
ZQP |
| -- |
NUI |
| -- |
IUL |
| -- |
ORK |
| -- |
NYP |
| -- |
OCLCF |
| -- |
DLC |
| -- |
EG-NcFUE |
| 042 ## - AUTHENTICATION CODE |
| Authentication code |
lccopycat |
| 050 00 - LIBRARY OF CONGRESS CALL NUMBER |
| Classification number |
QA76.73.C153 |
| Item number |
M225 2018 |
| 082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER |
| Edition number |
23 |
| Classification number |
005.133 |
| Item number |
M.S.G |
| 100 1# - MAIN ENTRY--PERSONAL NAME |
| Personal name |
Madhav, Sanjay, |
| Relator term |
author. |
| 245 10 - TITLE STATEMENT |
| Title |
Game programming in C++ : |
| Remainder of title |
creating 3D games / |
| Statement of responsibility, etc |
Sanjay Madhav. |
| 264 #1 - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT) |
| Place of publication, distribution, etc |
Boston : |
| Name of publisher, distributor, etc |
Addison-Wesley, |
| Date of publication, distribution, etc |
[2018] |
| 264 #4 - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT) |
| Date of publication, distribution, etc |
2018. |
| 300 ## - PHYSICAL DESCRIPTION |
| Extent |
xxii, 499 pages : |
| Other physical details |
illustrations ; |
| Dimensions |
23 cm. |
| 336 ## - CONTENT TYPE |
| Content type term |
text |
| Content type code |
txt |
| Source |
rdacontent |
| 337 ## - MEDIA TYPE |
| Media type term |
unmediated |
| Media type code |
n |
| Source |
rdamedia |
| 338 ## - CARRIER TYPE |
| Carrier type term |
volume |
| Carrier type code |
nc |
| Source |
rdacarrier |
| 490 0# - SERIES STATEMENT |
| Series statement |
Creating 3D Games. |
| 504 ## - BIBLIOGRAPHY, ETC. NOTE |
| Bibliography, etc |
Includes bibliographical references and index. |
| 520 ## - SUMMARY, ETC. |
| Summary, etc |
"The #1 Language at Top Game Studios Worldwide C++ remains the key language at many leading game development studios. Since it's used throughout their enormous code bases, studios use it to maintain and improve their games, and look for it constantly when hiring new developers. Game Programming in C++ is a practical, hands-on approach to programming 3D video games in C++. Modeled on Sanjay Madhav's game programming courses at USC, it's fun, easy, practical, hands-on, and complete. Step by step, you'll learn to use C++ in all facets of real-world game programming, including 2D and 3D graphics, physics, AI, audio, user interfaces, and much more. You'll hone real-world skills through practical exercises, and deepen your expertise through start-to-finish projects that grow in complexity as you build your skills. Throughout, Madhav pays special attention to demystifying the math that all professional game developers need to know. Set up your C++ development tools quickly, and get started Implement basic 2D graphics, game updates, vectors, and game physics Build more intelligent games with widely used AI algorithms Implement 3D graphics with OpenGL, shaders, matrices, and transformations Integrate and mix audio, including 3D positional audio Detect collisions of objects in a 3D environment Efficiently respond to player input Build user interfaces, including Head-Up Displays (HUDs) Improve graphics quality with anisotropic filtering and deferred shading Load and save levels and binary game data Whether you're a working developer or a student with prior knowledge of C++ and data structures, Game Programming in C++ will prepare you to solve real problems with C++ in roles throughout the game development lifecycle. You'll master the language that top studios are hiring for-and that's a proven route to success." -- ONIX annotation. |
| 650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
| Topical term or geographic name as entry element |
C++ (Computer program language) |
| 650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
| Topical term or geographic name as entry element |
Computer games |
| General subdivision |
Programming. |
| 650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
| Topical term or geographic name as entry element |
Three-dimensional display systems. |
| 650 #7 - SUBJECT ADDED ENTRY--TOPICAL TERM |
| Topical term or geographic name as entry element |
C++ (Computer program language) |
| Source of heading or term |
fast |
| Authority record control number |
(OCoLC)fst00843286 |
| 650 #7 - SUBJECT ADDED ENTRY--TOPICAL TERM |
| Topical term or geographic name as entry element |
Computer games |
| General subdivision |
Programming. |
| Source of heading or term |
fast |
| Authority record control number |
(OCoLC)fst00872114 |
| 650 #7 - SUBJECT ADDED ENTRY--TOPICAL TERM |
| Topical term or geographic name as entry element |
Three-dimensional display systems. |
| Source of heading or term |
fast |
| Authority record control number |
(OCoLC)fst01150324 |
| 906 ## - LOCAL DATA ELEMENT F, LDF (RLIN) |
| a |
7 |
| b |
cbc |
| c |
copycat |
| d |
2 |
| e |
epcn |
| f |
20 |
| g |
y-gencatlg |
| 942 ## - ADDED ENTRY ELEMENTS (KOHA) |
| Source of classification or shelving scheme |
Dewey Decimal Classification |
| Koha item type |
Books |