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  1. Game design workshop
    a playcentric approach to creating innovative games
    Published: 2009
    Publisher:  Elsevier, Amsterdam [u.a.]

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780240809748; 0240809742
    RVK Categories: SU 500
    Edition: 2. ed., 2. [pr.]
    Subjects: Computer games; Computer games; Computer graphics
    Scope: XX, 470 S., Ill., graph. Darst., 24 cm
    Notes:

    Literaturangaben

  2. Massively multiplayer game development 2
    Contributor: Alexander, Thor (Publisher)
    Published: 2007
    Publisher:  Charles River Media, Hingham, Mass.

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    Source: Union catalogues
    Contributor: Alexander, Thor (Publisher)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 1584503904
    RVK Categories: SU 500
    Edition: 2. print.
    Series: Game development series
    Subjects: Computer games; Computer graphics
    Scope: XXXI, 508 S., Ill., graph. Darst., 24cm
    Notes:

    Literaturangaben

  3. Networked graphics
    building networked games and virtual environments
    Published: 2010
    Publisher:  Elsevier, Morgan Kaufmann, Burlington, Mass. [u.a.]

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    04
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 0123744237; 9780123744234
    Subjects: Computer games; Computer graphics; Virtual reality
    Scope: XI, 522 S., Ill., graph. Darst., 24 cm
    Notes:

    Literaturangaben

  4. Creating the art of the game
    Published: 2007
    Publisher:  New Riders, Indianapolis, Ind.

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 0735714096
    RVK Categories: ST 320 ; ST 690
    Edition: 4. print.
    Subjects: Computer games; Computer graphics
    Scope: XXVI, 286 S., zahlr. Ill., 26 cm
  5. Character development and storytelling for games
    Author: Sheldon, Lee
    Published: 2009
    Publisher:  Course Technology, Boston, Mass.

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 1592003532; 9781592003532
    RVK Categories: AP 99550
    Edition: 3. [pr.]
    Subjects: Video games; Video game characters; Computer games; Computer graphics
    Scope: XIV, 474 S., zahlr. Ill., graph. Darst., Kt., 24 cm
  6. Learning by playing
    game-based education system designing and development ; 4. International Conference on E-learning and Games, Edutainment 2009, Banff, Canada, August 9 - 11, 2009 ; proceedings
    Contributor: Chang, Maiga (Publisher)
    Published: 2009
    Publisher:  Springer, Berlin [u.a.]

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    Source: Union catalogues
    Contributor: Chang, Maiga (Publisher)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9783642033636; 3642033636
    Other identifier:
    9783642033636
    RVK Categories: SS 4800
    Series: Lecture notes in computer science ; 5470 : SL 3 - Information systems and applications, incl. Internet/web and HCI
    Subjects: Artificial intelligence; Computer graphics; Computer science; Education; Information systems
    Scope: XVII, 579 S., Ill., graph. Darst., 235 mm x 155 mm
    Notes:

    Literaturangaben

  7. Game design workshop
    a playcentric approach to creating innovative games
    Published: 2008
    Publisher:  Elsevier, Amsterdam [u.a.]

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780240809748; 0240809742
    RVK Categories: SU 500
    Edition: 2nd ed., 1. [pr.]
    Subjects: Computer games; Computer games; Computer graphics
    Scope: XX, 470 S., Ill., 24 cm
    Notes:

    Literaturangaben

  8. 3D games
    2, Animation and advanced real-time rendering
    Published: 2003
    Publisher:  Addison-Wesley [u.a.], Harlow [u.a.]

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 0201787067; 9780201787061
    Parent title:
    Edition: 1. publ.
    Subjects: Computer games; Computer graphics
    Scope: XVI, 547 S., Ill., graph. Darst., 24 cm
    Notes:

    Literaturverz. S. 532 - 538

  9. Programming vertex and pixel shaders
    Published: 2004
    Publisher:  Charles River Media, Hingham, Mass.

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 1584503491
    RVK Categories: ST 320
    Edition: 1. ed.
    Subjects: Computer graphics; Computer games
    Scope: XVII, 413 S., Ill., graph. Darst., 24 cm
    Notes:

    Literaturverz. S. 393 - 398

  10. 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; 0735713324
    RVK Categories: SU 500
    Edition: 1. [print.]
    Subjects: Array; Array; Computer graphics
    Scope: XXXIII, 539 S., zahlr. Ill., graph. Darst., 26 cm
  11. Visuelle Kreativität
    Kreativitätstechniken für neue Bildwelten in Werbung, 3-D-Animation & Computer-Games
    Published: 2004
    Publisher:  Schmidt, Mainz

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    Source: Union catalogues
    Contributor: Klell, Christine (Publisher)
    Language: German
    Media type: Book
    Format: Print
    ISBN: 3874396371
    RVK Categories: AP 15040 ; ST 320 ; ST 324
    Edition: 2. Aufl.
    Subjects: Computer graphics; Computer animation; Commercial art; Advertising
    Scope: 231 S., zahlr. Ill., 30 cm
    Notes:

    mit Tragegriff

    Literaturverz. S. 224 - 227

  12. OpenGL game programming
    Published: 2002
    Publisher:  Prima Tech, Rocklin, Calif.

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 0761533303
    RVK Categories: ST 281 ; ST 300 ; ST 320 ; ST 321 ; SU 500
    Edition: 2. [print.]
    Series: Prima Tech's game development series
    Subjects: Computer games; Computer graphics
    Scope: XXXIV, 777 S., Ill., 24 cm
  13. 3D game engine architecture
    engineering real-time applications with wild magic
    Published: [c2005]
    Publisher:  Elsevier, Amsterdam [u.a.]

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 012229064X
    RVK Categories: ST 323
    Series: <<The>> Morgan Kaufmann series in interactive 3D technology
    Subjects: Computer graphics; Three-dimensional display systems; Real-time programming
    Scope: XV, 736 S., Ill., graph. Darst.
    Notes:

    Literaturverz. S. 699 - 701

  14. 3D game engine architecture
    engineering real-time applications with wild magic
    Published: 2005
    Publisher:  Elsevier, Amsterdam [u.a.]

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780122290640; 012229064X; 0122290623
    RVK Categories: ST 323
    Edition: 2. [print]
    Series: <<The>> Morgan Kaufmann series in interactive 3D technology
    Subjects: Computer graphics; Three-dimensional display systems; Real-time programming
    Scope: XV, 736 S., Ill., graph. Darst.
    Notes:

    Literaturverz. S. 699 - 701

  15. Massively multiplayer game development 2
    Contributor: Alexander, Thor (Publisher)
    Published: 2005
    Publisher:  Charles River Media, Hingham, Mass.

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    Source: Union catalogues
    Contributor: Alexander, Thor (Publisher)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 1584503904; 9781584503903
    Other identifier:
    978158450390354995
    619587039046
    RVK Categories: SU 500
    Series: Game development series
    Subjects: Computer games; Computer graphics
    Scope: XXXI, 508 S., Ill., graph. Darst., 24cm
    Notes:

    Literaturangaben

  16. Technologies for interactive digital storytelling and entertainment
    third international conference, TIDSE 2006, Darmstadt, Germany, December 4 - 6, 2006 ; proceedings
    Contributor: Göbel, Stefan (Publisher)
    Published: 2006
    Publisher:  Springer, Berlin [u.a.]

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    Source: Union catalogues
    Contributor: Göbel, Stefan (Publisher)
    Language: English
    Media type: Book; Multimedia
    ISBN: 9783540499343; 3540499342
    Other identifier:
    9783540499343
    RVK Categories: SS 4800
    DDC Categories: 004
    Series: Lecture notes in computer science ; 4326
    Subjects: Interactive multimedia; Storytelling; Literature and technology; Digital storytelling; Computer science; Information systems; Multimedia systems; Artificial intelligence; Computer graphics
    Scope: X, 384 S., Ill., graph. Darst., 235 mm x 155 mm
    Notes:

    Literaturangaben

  17. 3D game engine design
    a practical approach to real-time computer graphics
    Published: 2007
    Publisher:  Elsevier [u.a.], San Francisco, Calif. [u.a.]

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 0122290631; 9780122290633
    RVK Categories: ST 324
    Edition: 2. ed.
    Series: <<The>> Morgan Kaufmann series in interactive 3D technology
    Subjects: Computer games; Computer graphics; Real-time data processing
    Scope: XXII, 1018 S., Ill., zahlr. graph. Darst.
    Notes:

    Literaturverz. S. 973 - 979

  18. Creating the art of the game
    Published: 2004
    Publisher:  New Riders, Indianapolis, Ind.

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 0735714096
    RVK Categories: ST 320 ; ST 690
    Edition: 1. print.
    Subjects: Computer games; Computer graphics
    Scope: XXVI, 286 S., zahlr. Ill., 26 cm
  19. 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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    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.

  20. Game design workshop
    a playcentric approach to creating innovative games
    Published: 2008
    Publisher:  Morgan Kaufmann/Elsevier, Amsterdam [u.a.]

    Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental elements of game design, then puts you to work... more

    Staats- und Universitätsbibliothek Bremen
    No inter-library loan

     

    Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental elements of game design, then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design. Features: * A design methodology used in the USC Interactive Media program, a cutting edge program funded in part of Electronic Arts. * Hands-on exercises demonstrate key concepts, and the design methodology * Insights from top industry game designers, including Noah Falstein, American McGee, Peter Molyneux

     

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    Volltext (An electronic book accessible through the World Wide Web; click for information)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780240809748
    RVK Categories: SU 500
    Edition: 2nd ed.
    Series: Gama Network Series
    Subjects: Computer games; Computer games; Computer graphics
    Scope: Online-Ressource (XX, 470 S.)
    Notes:

    Includes bibliographical references and index

    Electronic reproduction; Mode of access: World Wide Web

    Front Cover; Table of Contents; Foreword; Acknowledgments; Image Credits and Copyright Notices; Introduction; Part I: Game Design Basics; Chapter 1: The Role of the Game Designer; Chapter 2: The Structure of Games; Chapter 3: Working with Formal Elements; Chapter 4: Working with Dramatic Elements; Chapter 5: Working with System Dynamics; Part 2: Designing a Game; Chapter 6: Conceptualization; Chapter 7: Prototyping; Chapter 8: Digital Prototyping; Chapter 9: Playtesting; Chapter 10: Functionality, Completeness, and Balance; Chapter 11: Fun and Accessibility; Part 3: Working As a Game Designer

    Chapter 12: Team StructuresChapter 13: Stages of Development; Chapter 14: The Design Document; Chapter 15: Understanding the Game Industry; Chapter 16: Selling Yourself and Your Ideas to the Game Industry; Conclusion

  21. The Structure of Paintings
    Published: 2006
    Publisher:  Springer-Verlag, Vienna

    Michael Leyton has developed new foundations for geometry in which shape is equivalent to memory storage. A principal argument of these foundations is that artworks are maximal memory stores. The theory of geometry is developed from Leyton's... more

    Universitätsbibliothek Braunschweig
    No inter-library loan
    Technische Universität Hamburg, Universitätsbibliothek
    No inter-library loan
    Otto-von-Guericke-Universität, Universitätsbibliothek
    eBook Springer
    No inter-library loan
    Otto-von-Guericke-Universität, Universitätsbibliothek, Medizinische Zentralbibliothek
    eBook Springer
    No inter-library loan

     

    Michael Leyton has developed new foundations for geometry in which shape is equivalent to memory storage. A principal argument of these foundations is that artworks are maximal memory stores. The theory of geometry is developed from Leyton's fundamental laws of memory storage, and this book shows that these laws determine the structure of paintings. Furthermore, the book demonstrates that the emotion expressed by a painting is actually the memory extracted by the laws. Therefore, the laws of memory storage allow the systematic and rigorous mapping not only of the compositional structure of a painting, but also of its emotional expression. The argument is supported by detailed analyses of paintings by Picasso, Raphael, Cezanne, Gauguin, Modigliani, Ingres, De Kooning, Memling, Balthus and Holbein.

     

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    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783211357422
    Other identifier:
    RVK Categories: CX 7500
    Subjects: Computer science; Computer graphics; Computer vision; Optical pattern recognition; Information systems; Computer aided design
    Scope: Online-Ressource, v.: digital
    Notes:

    Includes bibliographical references (p. 201-202) and index

    Electronic reproduction; Available via World Wide Web

  22. Das Management 1x1 für Ingenieure
    was Sie im Studium nicht gelernt haben
    Published: 2002
    Publisher:  Wiley-VCH, Weinheim

    Bibliotheks-und Informationssystem der Carl von Ossietzky Universität Oldenburg (BIS)
    No inter-library loan
    Bibliotheks-und Informationssystem der Carl von Ossietzky Universität Oldenburg (BIS)
    No inter-library loan
    Bibliotheks-und Informationssystem der Carl von Ossietzky Universität Oldenburg (BIS)
    No inter-library loan
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    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783527624287; 3527624287
    Other identifier:
    RVK Categories: QP 300
    Subjects: Ingenieure; Führungskräfte; Anforderungsprofil; Deutschland; Computer graphics; Engineering
    Scope: Online-Ressource (230 S)
    Notes:

    Includes bibliographical references and index

    Electronic reproduction; Available via World Wide Web

  23. Game programming GEMS 3
    Published: 2002
    Publisher:  Charles River Media, Hingham Mass.

    Universitätsbibliothek Braunschweig
    ICG 00497
    No inter-library loan
    Fachhochschule Erfurt, Hochschulbibliothek
    SU 500 T786
    Unlimited inter-library loan, copies and loan
    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    A GAM 38992
    No inter-library loan
    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    T 05 B 7883
    Unlimited inter-library loan, copies and loan
    Otto-von-Guericke-Universität, Universitätsbibliothek
    2002.14510:1
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Rostock
    SU 500 T786
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Rostock
    SU 500 T786-CD
    Unlimited inter-library loan, copies and loan
    Hochschule Harz, Hauptbibliothek, Standort Wernigerode / Harz
    DED 200 0209-01:04
    Unlimited inter-library loan, copies and loan
    Hochschule Harz, Hauptbibliothek, Standort Wernigerode / Harz
    DED 200 0209-02:04
    Unlimited inter-library loan, copies and loan
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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 1584502339
    RVK Categories: SU 500
    Subjects: Computer games; Computer graphics
    Scope: XI, 663 S, Ill., graph. Darst, 25 cm
  24. 3D-Spieleprogrammierung
    modernes Game Design mit DirectX 9 und C++
    Published: 2003
    Publisher:  Hanser, München [u.a.]

    Fachhochschule Erfurt, Hochschulbibliothek
    008.033
    Unlimited inter-library loan, copies and loan
    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    A SCH 32671
    Unlimited inter-library loan, copies and loan
    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    T 03 B 2682
    Unlimited inter-library loan, copies and loan
    Otto-von-Guericke-Universität, Universitätsbibliothek
    2003.12035:1
    Unlimited inter-library loan, copies and loan
    Hochschule Schmalkalden, Cellarius Bibliothek
    EDV 920 3170/03
    Unlimited inter-library loan, copies and loan
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    Source: Union catalogues
    Language: German
    Media type: Book
    Format: Print
    ISBN: 3446221522
    RVK Categories: SU 500 ; ST 320
    Subjects: Computer games; Computer graphics
    Scope: XIX, 772 S., Ill., graph. Darst., 240 mm x 168 mm
  25. 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

    Universitätsbibliothek Braunschweig
    No inter-library loan
    Staats- und Universitätsbibliothek Bremen
    No inter-library loan
    Technische Universität Hamburg, Universitätsbibliothek
    No inter-library loan
    Zentrale Hochschulbibliothek Lübeck
    KaufEBook202103
    No inter-library loan
    Otto-von-Guericke-Universität, Universitätsbibliothek
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    Content information
    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