| 000 | 02079cam a22004337i 4500 | ||
|---|---|---|---|
| 999 |
_c10317 _d10317 |
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| 001 | 18024762 | ||
| 003 | OSt | ||
| 005 | 20190506095118.0 | ||
| 008 | 140130s2015 maua b 001 0 eng d | ||
| 010 | _a 2014932082 | ||
| 020 | _a9781305110380 | ||
| 020 | _a1305110382 | ||
| 035 | _a(OCoLC)ocn868037933 | ||
| 040 |
_aBTCTA _beng _cBTCTA _erda _dYDXCP _dOCLCO _dIJC _dINO _dSZR _dOCLCF _dOCLCQ _dSINLB _dOCLCO _dOCLCQ _dLML _dIUL _dDLC |
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| 042 | _alccopycat | ||
| 050 | 0 | 0 |
_aQA76.76.C672 _bY36 2015 |
| 082 | 0 | 4 |
_a794.81526 _223 _bY.J.P |
| 100 | 1 | _aYamamoto, Jazon. | |
| 245 | 1 | 4 |
_aThe black art of multiplatform game programming / _cJazon Yamamoto. |
| 246 | 3 | 0 | _aMultiplatform game programming |
| 264 | 1 |
_aBoston, MA : _bCengage Learning PTR, _c[2015] |
|
| 300 |
_axxii, 338 pages : _billustrations ; _c24 cm |
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| 336 |
_atext _btxt _2rdacontent |
||
| 337 |
_aunmediated _bn _2rdamedia |
||
| 338 |
_avolume _bnc _2rdacarrier |
||
| 500 | _aSubtitle from cover. | ||
| 500 | _acomputer bookfair2016 | ||
| 500 | _a"Includes video tutorials for each chapter!"--Cover. | ||
| 504 | _aIncludes bibliographical references (pages 317-320) and index. | ||
| 505 | 0 | _aSetting up your workstation -- Entering the digital domain -- Tapping into the world of graphics -- Interacting with the matrix -- Blasting music and sound effects -- Your first playable video game -- Rethinking the paddle game -- Designing a game engine -- Crafting levels with tile maps -- Forging worlds with scene management -- Inside the mass production zone with factories and scripts -- The final frontier -- SDL 2.0 and the future. | |
| 650 | 0 |
_aComputer games _xProgramming. |
|
| 650 | 0 | _aComputer graphics. | |
| 650 | 7 |
_aComputer games _xProgramming. _2fast _0(OCoLC)fst00872114 |
|
| 650 | 7 |
_aComputer graphics. _2fast _0(OCoLC)fst00872119 |
|
| 856 |
_3Abstract _uhttp://repository.fue.edu.eg/xmlui/handle/123456789/4456 |
||
| 906 |
_a7 _bcbc _ccopycat _d2 _encip _f20 _gy-gencatlg |
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| 942 |
_2ddc _cBK |
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