000 02079cam a22004337i 4500
999 _c10317
_d10317
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
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
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
942 _2ddc
_cBK