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  1. OpenGL game programming
    Published: 2001
    Publisher:  Prima Tech, Roseville, Calif.

    Westfälische Hochschule Gelsenkirchen Bocholt Recklinghausen, Hochschulbibliothek
    TZA732
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Koblenz
    IN/R 2003 4420
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Paderborn
    Unlimited inter-library loan, copies and loan
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 0761533303
    RVK Categories: ST 321 O54 ; ST 281 O54 ; SU 500 ; ST 300
    Series: Prima Tech's game development series
    Subjects: Computer games; Computer graphics; Computerspiel; Programmierung; OpenGL
    Scope: XXXIV, 777 S., Ill., graph. Darst., 24cm
  2. Technologies for E-Learning and Digital Entertainment
    First International Conference, Edutainment 2006, Hangzhou, China, April 16-19, 2006, Proceedings
    Author: Pan, Zhigeng
    Published: 2006
    Publisher:  Springer-Verlag GmbH, Berlin Heidelberg

    Universität Potsdam, Universitätsbibliothek
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    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783540334248
    Other identifier:
    RVK Categories: SS 4800
    Series: Lecture Notes in Computer Science ; 3942
    Subjects: Computer science; Information systems; Multimedia systems; Artificial intelligence; Computer graphics; Education
    Scope: Online-Ressource, v.: digital
  3. Game design workshop
    a playcentric approach to creating innovative games
    Published: 2019
    Publisher:  CRC Press / Taylor & Francis Group, Boca Raton, FL ; Taylor & Francis Group, London

    "Discover an exercise-driven, non-technical approach to game design, without the need for programming or artistic expertise with Game Design Workshop, Fourth Edition. Tracy Fullerton demystifies the creative process with clear and accessible analysis... more

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    TU Darmstadt, Universitäts- und Landesbibliothek - Stadtmitte
    No inter-library loan

     

    "Discover an exercise-driven, non-technical approach to game design, without the need for programming or artistic expertise with Game Design Workshop, Fourth Edition. Tracy Fullerton demystifies the creative process with clear and accessible analysis of the formal and dramatic systems of game design. Using examples of popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function and give you the skills and tools necessary to create a compelling and engaging game. Game Design Workshop puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. These skills will provide the foundation for your career in any facet of the game industry including design, producing, programming, and visual design."--Back cover

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781351597692; 1351597698; 9781351597685; 135159768X; 9781351597708; 1351597701; 9781315104300; 131510430X; 9780429188015; 0429188013
    Edition: Fourth edition
    Subjects: Computerspiel; Design; Programmierung; Entwurf; Computer games; Computer games; Computer graphics
    Scope: 1 Online-Ressource
    Notes:

    "An A K Peters Book

    Includes bibliographical references and index

  4. Game physics
    Published: 2010
    Publisher:  Morgan Kaufmann/Elsevier, Amsterdam [u.a.]

    David H. Eberly Create physically realistic 3D Graphics environments with this introduction to the ideas and techniques behind the process. Author David H. Eberly includes simulations to introduce the key problems involved and then gradually reveals... more

    Universität Potsdam, Universitätsbibliothek
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    David H. Eberly Create physically realistic 3D Graphics environments with this introduction to the ideas and techniques behind the process. Author David H. Eberly includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them. He then describes all the algorithmic foundations and uses code examples and working source code to show how they are implemented, culminating in a large collection of physical simulations. The book tackles the complex, challenging issues that other books avoid, including Lagrangian dynamics, rigid body dynamics, impulse methods, resting contact, linear complementarity problems, deformable bodies, mass-spring systems, friction, numerical solution of differential equations, numerical stability and its relationship to physical stability, and Verlet integration methods. This book even describes when real physics isn't necessary - and hacked physics will do. - CD-ROM with extensive C++ source code that supports physical simulation; has many illustrative applications for Windows, Linux, and OS X; and is compatible with many game engines - including the Wild Magic engine, for which the complete source code is included. - Includes exercises for instructional use and review of essential mathematics. - Revised and updated to include a new chapter about fluid dynamics based on the Navier-Stokes equations. The CD-ROM contains implementations that run in real time using the graphics hardware. The chapter on physics engines was rewritten to include new sections on the physics tick, on multithreaded and multiprocessor collision culling, and on velocity-based dynamics

     

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    Content information
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780080964072
    Edition: 2. ed.
    Series: Interactive 3D technology series
    Subjects: Computer games; Physics; Computer graphics; Three-dimensional display systems
    Scope: Online Ressource (XLII, 900 S.)
    Notes:

    Includes bibliographical references and index

    Electronic reproduction; Available via World Wide Web

    Front Cover; Title Page; Copyright Page; Dedication; Table of Contents; Trademarks; Figures; Tables; Preface to theSecond Edition; Preface to theFirst Edition; About the CD-ROM; Chapter 1.Introduction; 1.1 A Brief History of the World; 1.2 A Summary of the Topics; 1.3 Examples and Exercises; Chapter 2.Basic Concepts from Physics; 2.1 Rigid Body Classification; 2.2 Rigid Body Kinematics; 2.2.1 Single Particle; 2.2.2 Particle Systems and Continuous Materials; 2.3 Newton's Laws; 2.4 Forces; 2.4.1 Gravitational Forces; 2.4.2 Spring Forces; 2.4.3 Friction and Other Dissipative Forces; 2.4.4 Torque

    2.4.5 Equilibrium2.5 Momenta; 2.5.1 Linear Momentum; 2.5.2 Angular Momentum; 2.5.3 Center of Mass; 2.5.4 Moments and Products of Inertia; 2.5.5 Mass and Inertia Tensor of a Solid Polyhedron; 2.6 Energy; 2.6.1 Work and Kinetic Energy; 2.6.2 Conservative Forces and Potential Energy; Chapter 3. Rigid Body Motion; 3.1 Newtonian Dynamics; 3.2 Lagrangian Dynamics; 3.2.1 Equations of Motion for a Particle; 3.2.2 Time-Varying Frames or Constraints; 3.2.3 Interpretation of the Equations of Motion; 3.2.4 Equations of Motion for a System of Particles; 3.2.5 Equations of Motion for a Continuum of Mass

    3.2.6 Examples with Conservative Forces3.2.7 Examples with Dissipative Forces; 3.3 Euler's Equations of Motion; Chapter 4.Deformable Bodies; 4.1 Elasticity, Stress, and Strain; 4.2 Mass-Spring Systems; 4.2.1 One-Dimensional Array of Masses; 4.2.2 Two-Dimensional Array of Masses; 4.2.3 Three-Dimensional Array of Masses; 4.2.4 Arbitrary Configurations; 4.3 Control Point Deformation; 4.3.1 B-Spline Curves; 4.3.2 NURBS Curves; 4.3.3 B-Spline Surfaces; 4.3.4 NURBS Surfaces; 4.3.5 Surfaces Built from Curves; 4.4 Free-Form Deformation; 4.5 Implicit Surface Deformation; 4.5.1 Level Set Extraction

    4.5.2 Isocurve Extraction in 2D Images4.5.3 Isosurface Extraction in 3D Images; Chapter 5.Fluids and Gases; 5.1 Vector Calculus; 5.1.1 Gradient, Directional Derivative, and Total Derivative; 5.1.2 Vector Fields, Divergence, and Laplacian; 5.1.3 Curl; 5.1.4 Line Integrals; 5.1.5 Surface Integrals and Stokes' Theorem; 5.1.6 Volume Integrals and the Divergence Theorem; 5.1.7 Green's Theorem, Laplace's Equation, and Poisson'sEquation; 5.1.8 Vector Field Decomposition; 5.2 Strain and Stress; 5.2.1 Strain Tensor; 5.2.2 Stress Tensor; 5.2.3 The Relationship Between Strain and Stress

    5.3 Conservation Laws5.3.1 Conservation of Mass; 5.3.2 Conservation of Momentum; 5.4 A Simplified Model for Fluid Flow; 5.5 Implementing the Simplified 2D Model; 5.5.1 The Density Equation; 5.5.2 The Diffusion Term; 5.5.3 The Advection Term; 5.5.4 The Source-Sink Term; 5.5.5 The Total Density Update; 5.5.6 The Velocity Equations; 5.5.7 Specialized Boundary Handling; 5.6 Implementing the Simplified 3D Model; 5.7 Variations of the Simplified Model; 5.7.1 Vorticity Confinement and Vortex Particles; 5.7.2 Separate Pressure Term; 5.7.3 Omit Diffusion Terms; 5.7.4 Density and Velocity Dissipation

    5.7.5 Include Temperature

    Game Physics -- 1st edition -- 1 A Brief History of the World: A Summary of the Topics -- 2 Basic Concepts -- 3 Rigid Body Motion -- 4 Deformable Bodies -- 5 Physics Engines -- 6 Physics and Shader Programs -- 7 Linear Complementarity and Mathematical Programming -- 8 Differential Equations -- 9 Numerical Methods -- 10 Quaternions -- Appendices -- A Linear Algebra -- B Affine Algebra -- C Calculus -- D Ordinary Difference Equations -- A Summary of the Changes for the 2nd Edition: -- Naturally, Chapter 1 (Introduction) will be rewritten based on the contents for the second edition. -- The chapter on Physics Engines needs a significant rewrite. The goal will be to describe how to implement a classic rigid-body physics engine. And there will be source code to go with it, illustrating a generic collision detection system to go with the collision response people seem to associate with a physics engine. I will also include a new section on ragdoll physics, and there will be source code to go with this. -- I plan on inserting a new chapter (chapter 6 below) that will contain descriptions of various papers of interest in game physics. In particular, I will review publications by Ronald Fedkiw, Jos Stam, and James O'Brien, choosing a few of each to describe and to implement in source code and include on the CDROM for the book. This new material fills the void in the 1st edition -- not much discussion of applications of particle systems, fluids, or gases. The chapter on shader programs (old Chapter 6) will be discarded in its entirety. -- Chapters 7 through 10 and Appendices A through D form the mathematical heart of the book. The appendices are effectively background material that a reader will be exposed to at a university. The chapters 7 through 10 are more advanced topics. I believe it is reasonable to break the book into two parts: -- Part I -The Physics -- -- 1 Introduction -- 2 Basic Concepts -- 3 Rigid Bodies -- 4 Deformable Bodies -- 5 Physics Engines [rigid body concepts] -- 6 Particles, Fluids, and Gases [deformable body concepts] -- Part II -The Mathematics -- 7 Linear Algebra -- 8 Affine Algebra -- 9 Calculus -- 10 Quaternions -- 11 Differential Equations -- 12 Difference Equations -- 13 Numerical Methods -- 14 Linear Complementarity and Mathematical Programming -- The idea is that Part I is readable immediately by anyone having a reasonable mathematics background. Portions of Part II can be read, as needed. -- The chapter on Linear Complementarity will be rewritten to omit the Lemke algorithm, replacing it by a discussion of iterative methods to solve LCP. -- The 2nd edition will contain a lot more source code. And, as mentioned previously, we should include CD-ROM icons in the margins to let readers know that there is source code to illustrate the concepts.

  5. Learning by playing
    game-based education system design and development ; 4th International Conference on E-Learning and Games, Edutainment 2009, Banff, Canada, August 9 - 11, 2009 ; proceedings
    Published: 2009
    Publisher:  Springer, Berlin [u.a.]

    Universität Potsdam, Universitätsbibliothek
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    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642033643
    Other identifier:
    RVK Categories: SS 4800
    Series: Lecture notes in computer science ; 5670
    Subjects: Artificial intelligence; Computer graphics; Computer science; Education; Information systems
    Scope: Online-Ressource (XVII, 579 S.)
    Notes:

    Literaturangaben

  6. Game physics
    Published: 2010
    Publisher:  Morgan Kaufmann/Elsevier, Amsterdam [u.a.]

    Berliner Hochschule für Technik, Hochschulbibliothek
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    Inhaltsverzeichnis (lizenzfrei)
    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780123749031
    RVK Categories: ST 320
    Edition: 2. ed.
    Subjects: Computer games; Physics; Computer graphics; Three-dimensional display systems; Metamathematik; Programmierung; Simulation; Physikalisches System; Computerspiel; Dreidimensionale Computergrafik; Softwareentwicklung
    Scope: XLII, 900 S., Ill., graph. Darst.
    Notes:

    Includes bibliographical references and index

  7. ShaderX4
    advanced rendering techniques
    Published: 2006
    Publisher:  Charles River Media, Hingham, Mass.

    Hochschule für Technik und Wirtschaft Berlin, Hochschulbibliothek
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    Zuse Institute Berlin (ZIB), Bibliothek
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 1584504250
    RVK Categories: ST 324 ; ST 326
    Series: ShaderX series
    Subjects: Affichage tridimensionnel; Infographie; Jeux d'ordinateur - Programmation; Computer games; Three-dimensional display systems; Computer graphics; Dreidimensionale Computergrafik; Programmierung; Computerspiel
    Scope: XXVIII, 575 S., Ill., graph. Darst.
  8. Computer-generated images
    the state of the art ; proceedings of Graphics Interface '85 [held from May 27 to 31 in Montreal]
  9. Computer-generated images
    the state of the art ; proceedings of Graphics Interface '85
    Published: 1985
    Publisher:  Springer, Tokyo u.a.

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    TU Berlin, Universitätsbibliothek
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  10. Developing turn-based multiplayer games
    with GameMaker Studio 2 and NodeJS
    Author: Rajiv, Yadu
    Published: [2018]; © 2018
    Publisher:  Apress, Berkeley, CA

    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781484238608
    RVK Categories: ST 324
    Subjects: Game Development; Programming Languages, Compilers, Interpreters; Computer Graphics; Computer games—Programming; Computer science; Computer graphics; Computerspiel; Programmierung
    Scope: xv, 206 Seiten, Illustrationen
  11. Formel, Farbe, Form
    Computerästhetik für Medien und Design
    Author: Nees, Georg
    Published: 1995
    Publisher:  Springer, Berlin [u.a.]

    Hochschule für Technik und Wirtschaft Berlin, Hochschulbibliothek
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    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
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    TU Berlin, Universitätsbibliothek
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    Universität der Künste Berlin, Universitätsbibliothek
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    Verbund der Öffentlichen Bibliotheken Berlins - VÖBB
    Unlimited inter-library loan, copies and loan
    Technische Hochschule Brandenburg, Hochschulbibliothek
    Unlimited inter-library loan, copies and loan
    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan
    Europa-Universität Viadrina, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan
    Fachhochschule Potsdam, Hochschulbibliothek
    Unlimited inter-library loan, copies and loan
    Filmuniversität Babelsberg KONRAD WOLF, Universitätsbibliothek
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    Content information
    Source: Union catalogues
    Language: German
    Media type: Book
    ISBN: 3540579443; 9783642633850
    RVK Categories: AP 15840 ; LH 65820 ; ST 300 ; ST 320 ; ST 690
    Subjects: Color computer graphics; Computer art; Computer graphics; Design; Grafikdesign; Computergrafik; Computergrafik <Kunst>; Ästhetik
    Scope: XIV, 435 S., zahlr. Ill., graph. Darst.
    Notes:

    Hier auch später erschienen, unveränderte Nachdrucke

  12. Visual computing for cultural heritage
    Contributor: Liarokapis, Fotis (Publisher); Voulodimos, Athanasios (Publisher); Doulamis, Nikolaos (Publisher); Doulamis, Anastasios (Publisher)
    Published: [2020]
    Publisher:  Springer, Cham

    Freie Universität Berlin, Universitätsbibliothek
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    Hochschule für Technik und Wirtschaft Berlin, Hochschulbibliothek
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    TU Berlin, Universitätsbibliothek
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    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
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    Volltext (URL des Erstveröffentlichers)
    Source: Philologische Bibliothek, FU Berlin
    Contributor: Liarokapis, Fotis (Publisher); Voulodimos, Athanasios (Publisher); Doulamis, Nikolaos (Publisher); Doulamis, Anastasios (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783030371913
    Other identifier:
    Series: Springer series on cultural computing
    Subjects: Computer Graphics; User Interfaces and Human Computer Interaction; Cultural Heritage; Game Development; Computer graphics; User interfaces (Computer systems); Cultural heritage; Computer games—Programming; Computergrafik; Mensch-Maschine-Kommunikation; Benutzeroberfläche; Computerspiel
    Scope: 1 Online-Ressource (ix, 444 Seiten), Illustrationen
  13. Practical game design
    learn the art of game design through applicable skills and cutting-edge insights
    Published: 2018; © 2018
    Publisher:  Packt, Birmingham, Mumbai

    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781787121799
    RVK Categories: ST 324
    Subjects: Computer games; Computer graphics; Softwareentwicklung; Computerspiel
    Scope: XI, 455 Seiten, Illustrationen, Diagramme
  14. Practical Shader Development
    Vertex and Fragment Shaders for Game Developers
    Published: 2019
    Publisher:  Apress, Berkeley, CA

    Hochschule für Technik und Wirtschaft Berlin, Hochschulbibliothek
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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781484244579
    Other identifier:
    Subjects: Game Development; Computer Graphics; Computer games—Programming; Computer graphics; Softwareentwicklung; Computerspiel
    Scope: 1 Online-Ressource (XXI, 381 Seiten), 159 Illustrationen, 136 Illustrationen (farbig)
  15. Voyage to the end of the room
    Published: 2003
    Publisher:  Chatto & Windus, London

    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 0701173335
    RVK Categories: HN 9990
    Edition: 1. publ.
    Subjects: Computer graphics - Fiction; Recluses - Fiction; Voyages and travels - Fiction; Women designers - Fiction; Computer graphics; Recluses; Women designers
    Scope: 251 S.
  16. <<The>> art of game worlds
    Author: Morris, Dave
    Published: 2004
    Publisher:  Ilex, Lewes

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    Source: Union catalogues
    Contributor: Hartas, Leo (Publisher)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 1904705340
    Subjects: Computer graphics; Computer games
    Scope: 192 S., zahlr. Ill, 24cm
  17. OpenGL game programming
    Published: 2001
    Publisher:  Prima Tech, Roseville, Calif.

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 0761533303
    RVK Categories: ST 321 ; ST 324
    Series: Prima Tech's game development series
    Subjects: Computer games; Computer graphics
    Scope: XXXIV, 777 S., Ill., 24 cm
  18. Technologies for e-learning and digital entertainment
    second international conference, Edutainment 2007, Hong Kong, China, June 11 - 13, 2007 ; proceedings
    Contributor: Hui, Kin-chuen (Publisher)
    Published: 2007
    Publisher:  Springer, Berlin [u.a.]

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    Source: Union catalogues
    Contributor: Hui, Kin-chuen (Publisher)
    Language: English
    Media type: Book; Multimedia
    ISBN: 9783540730101; 3540730109
    Other identifier:
    9783540730101
    RVK Categories: SS 4800
    DDC Categories: 004
    Series: Lecture notes in computer science ; 4469
    Subjects: Computer-assisted instruction; Computer games; Educational games; Active learning; Computer science; Information systems; Multimedia systems; Artificial intelligence; Computer graphics
    Scope: XVIII, 974 S., Ill., graph. Darst., 235 mm x 155 mm
    Notes:

    Literaturangaben

  19. Technologies for e-learning and digital entertainment
    third international conference ; proceedings
    Contributor: Pan, Zhigeng (Publisher)
    Published: 2008
    Publisher:  Springer, Berlin

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    Source: Union catalogues
    Contributor: Pan, Zhigeng (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783540697367
    Other identifier:
    DDC Categories: 004; 370; 793
    Series: Lecture notes in computer science ; 5093
    Subjects: Computer science; Information systems; Multimedia systems; Artificial intelligence; Computer graphics; Education
  20. Intelligent Technologies for Interactive Entertainment
    Third International Conference, INTETAIN 2009, Amsterdam, The Netherlands, June 22-24, 2009. Proceedings
    Contributor: Akan, Ozgur (Publisher); Bellavista, Paolo (Publisher); Cao, Jiannong (Publisher); Coulson, Geoffrey (Publisher); Dressler, Falko (Publisher); Ferrari, Domenico (Publisher); Gerla, Mario (Publisher); Hondorp, Hendri (Publisher); Kobayashi, Hisashi (Publisher); Nijholt, Anton (Publisher); Palazzo, Sergio (Publisher); Reidsma, Dennis (Publisher); Sahni, Sartaj (Publisher); Shen, Xuemin (Sherman) (Publisher); Stan, Mircea (Publisher); Xiaohua, Jia (Publisher); Zomaya, Albert (Publisher)
    Published: 2009
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg

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    Source: Union catalogues
    Contributor: Akan, Ozgur (Publisher); Bellavista, Paolo (Publisher); Cao, Jiannong (Publisher); Coulson, Geoffrey (Publisher); Dressler, Falko (Publisher); Ferrari, Domenico (Publisher); Gerla, Mario (Publisher); Hondorp, Hendri (Publisher); Kobayashi, Hisashi (Publisher); Nijholt, Anton (Publisher); Palazzo, Sergio (Publisher); Reidsma, Dennis (Publisher); Sahni, Sartaj (Publisher); Shen, Xuemin (Sherman) (Publisher); Stan, Mircea (Publisher); Xiaohua, Jia (Publisher); Zomaya, Albert (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642023156
    Series: Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering ; 9
    Subjects: Computer graphics; Computer science; Computer vision; Information systems; Optical pattern recognition
  21. Game engine gems
    Contributor: Lengyel, Eric (Publisher)
    Published: 2011
    Publisher:  Jones and Bartlett Publishers, Sudbury, Mass

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    Source: Union catalogues
    Contributor: Lengyel, Eric (Publisher)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780763778880; 0763778885
    Subjects: Computer games / Programming; Computer graphics
    Scope: v. <1- > : ill. (some col.), 24 cm.
    Notes:

    Includes bibliographical references and index

  22. Programming game AI by example
    Published: [2005]
    Publisher:  Wordware Publishing, Inc., [Plano, Texas]

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781556220784; 1556220782
    RVK Categories: ST 320 ; ST 321
    Subjects: Computer games; Computer games; Computer graphics
    Scope: xxi, 495 Seiten, Illustrationen, Diagramme, 23 cm
    Notes:

    Literaturverzeichnis: Seite 477-478

  23. Game physics
    Published: 2010
    Publisher:  Morgan Kaufmann, Burlington, Mass. [u.a.]

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780123749031
    RVK Categories: SU 500 ; ST 320
    Edition: 2. ed.
    Subjects: Computer games; Physics; Computer graphics; Three-dimensional display systems
    Scope: XLII, 900 S., [8] Bl., Ill., graph. Darst.
    Notes:

    Literaturverz. S. 857 - 864

  24. Game programming gems 8
    Contributor: Lake, Adam (Publisher)
    Published: 2011
    Publisher:  Course Technology, Cengage Learning, Boston, MA

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    Source: Union catalogues
    Contributor: Lake, Adam (Publisher)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 1584507020; 9781584507024
    Other identifier:
    9781584507024
    RVK Categories: ST 324
    Subjects: Computer games; Computer graphics
    Scope: XIII, 625 S., Ill., graph. Darst.
    Notes:

    Literaturangaben

  25. Creating emotion in games
    the craft and art of emotioneering
    Published: 2004
    Publisher:  New Riders Publ., Indianapolis, Ind. [u.a.]

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 1592730078; 9781592730070
    RVK Categories: SU 500
    Edition: 3. [pr.]
    Subjects: Array; Array; Computer graphics
    Scope: XXXIII, 539 S., zahlr. Ill., graph. Darst., 26 cm