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  1. Learning Android game programming
    a hands-on guide to building your first Android game
    Author: Rogers, Rick
    Published: c 2012
    Publisher:  Addison-Wesley, Upper Saddle River, NJ [u.a.]

    Staats- und Universitätsbibliothek Bremen
    a inf 872 spi/676
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    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 0321769627; 9780321769626
    RVK Categories: ST 261 ; ST 324
    Series: Addison-Wesley learning series
    Subjects: Application software; Mobile computing
    Scope: XXIV, 444 S., Ill., 23 cm
    Notes:

    Includes index

  2. Professional HTML5 mobile game development
    Published: 2012
    Publisher:  Wiley, Indianapolis, Ind.

    Staats- und Universitätsbibliothek Bremen
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    Staats- und Universitätsbibliothek Bremen
    n 581/7030
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    P RET 49862
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    Dat 300 73
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    Universitätsbibliothek Ilmenau
    INF SU 500 R439
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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 1118301323; 9781118301326
    RVK Categories: ST 324
    Series: Wrox programmer to programmer
    Subjects: Computer games; HTML (Document markup language); Computer games; Mobile computing
    Scope: XXVIII, 523 S., Ill., graph. Darst.
  3. Game and graphics programming for iOS and Android with OpenGL ES 2.0
    Published: 2012
    Publisher:  J. Wiley & Sons., Inc., Chichester, U.K.

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781119976264
    RVK Categories: ST 321
    Series: Programmer to programmer
    Subjects: Application software; Mobile computing; Computer games; Android <Systemplattform>; Computerspiel; OpenGL; iOS
    Scope: xxii, 286 p.
    Notes:

    Includes index

  4. Game and graphics programming for iOS and Android with OpenGL ES 2.0
    Published: 2012
    Publisher:  J. Wiley & Sons., Inc., Chichester, U.K.

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781119976264
    RVK Categories: ST 321
    Series: Programmer to programmer
    Subjects: Application software; Mobile computing; Computer games; Android <Systemplattform>; Computerspiel; OpenGL; iOS
    Scope: xxii, 286 p.
    Notes:

    Includes index

  5. Tap, Move, Shake
    turning your game ideas into iPhone & iPad Apps
    Author: Moore, Todd
    Published: c 2012
    Publisher:  O'Reilly, Sebastopol, Calif.

    Introduces Xcode and Objective-C by guiding reader through hands-on development of a real game. Includes implementing game logic, sophisticated graphics, game physics, sound, and computer AI -- more

    Staats- und Universitätsbibliothek Bremen
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    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    T 12 B 1414
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    Karlsruher Institut für Technologie, KIT-Bibliothek
    2012 A 542
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    Introduces Xcode and Objective-C by guiding reader through hands-on development of a real game. Includes implementing game logic, sophisticated graphics, game physics, sound, and computer AI --

     

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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 1449303455; 9781449303457
    Other identifier:
    9781449303457
    Edition: 1. ed.
    Subjects: iPhone (Smartphone); iPad (Computer); Computer games; Computer games; Application software; Objective-C (Computer program language)
    Other subjects: Array; Array; Array; Mobile computing
    Scope: XVII, 254 S., Ill., graph. Darst, 24 cm
  6. Game and graphics programming for iOS and Android with OpenGL ES 2.0
    Published: 2012
    Publisher:  Wiley, Chichester

    Staats- und Universitätsbibliothek Bremen
    a inf 872 spi/135
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    Technische Universität Chemnitz, Universitätsbibliothek
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    Sächsische Landesbibliothek - Staats- und Universitätsbibliothek Dresden
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    A MAR 49091
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    Hochschule für Angewandte Wissenschaften Hamburg, Hochschulinformations- und Bibliotheksservice (HIBS), Fachbibliothek Technik, Wirtschaft, Informatik
    Dat 300 55
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    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    T 12 B 5018
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    Universitätsbibliothek Ilmenau
    INF ST 321 O54 M389
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 1119975913; 9781119975915
    Other identifier:
    9781119975915
    RVK Categories: ST 320 ; ST 324 ; ST 321 ; SU 500 ; ST 165
    Edition: 1. publ.
    Series: Wrox programmer to programmer
    Subjects: Computerspiel; OpenGL; iOS; Android <Systemplattform>;
    Other subjects: Android (Electronic resource); Array; Array; Array; Mobile computing; OpenGL; iOS (Electronic resource)
    Scope: XXII, 286 S., Ill., 24 cm
  7. Game and graphics programming for iOS and Android with OpenGL ES 2.0
    Published: 2012
    Publisher:  J. Wiley & Sons., Inc, Chichester, U.K

    Develop graphically sophisticated apps and games today! The smart phone app market is progressively growing, and there is new market gap to fill that requires more graphically sophisticated applications and games. Game and Graphics Programming for... more

    Universitätsbibliothek Erfurt / Forschungsbibliothek Gotha, Universitätsbibliothek Erfurt
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    Universitätsbibliothek Erfurt / Forschungsbibliothek Gotha, Universitätsbibliothek Erfurt
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    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
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    Deutsches Zentrum für Luft- und Raumfahrt, DLR-Bibliothek
    No inter-library loan
    Hochschulbibliothek Friedensau
    Online-Ressource
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    Hochschule für Wirtschaft und Umwelt Nürtingen-Geislingen, Bibliothek Nürtingen
    eBook ProQuest
    No inter-library loan
    Hochschule Albstadt-Sigmaringen, Bibliothek Sigmaringen
    eBook ebrary
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    Kommunikations-, Informations- und Medienzentrum der Universität Hohenheim
    No loan of volumes, only paper copies will be sent
    Universität Ulm, Kommunikations- und Informationszentrum, Bibliotheksservices
    No inter-library loan

     

    Develop graphically sophisticated apps and games today! The smart phone app market is progressively growing, and there is new market gap to fill that requires more graphically sophisticated applications and games. Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 quickly gets you up to speed on understanding how powerful OpenGL ES 2.0 technology is in creating apps and games for amusement and effectiveness. Leading you through the development of a real-world mobile app with live code, this text lets you work with all the best features and tools that Open GL ES 2.0 has to offer. Provides a project template for iOS and Android platforms Delves into OpenGL features including drawing canvas, geometry, lighting effects, character animation, and more Offers explanation of full-function 2D and 3D graphics on embedded systems Addresses the principal technology for hardware-accelerated graphical rendering Game and Graphics Programming for iOS and Android with OpenGL ES 2.0 offers important, need-to-know information if you're interested in striking a perfect balance between aesthetics and functionality in apps. Intro -- Game and Graphics Programming for iOS and Android® with OpenGL® ES 2.0 -- Contents -- Introduction -- Chapter 1: Getting Started -- Software Requirements -- For iOS Developers -- For Android Developers -- Downloading the Book's SDK -- Importing Projects -- For iOS Developers -- For Android Developers -- The Template -- Summary -- Chapter 2: Setting Up Your Graphic Projections -- The Three Basic Types of Projections -- Orthographic 2D Projection -- Program and Project Initialization -- Vertex and Fragment Shader -- Linking a Shader Program -- The Drawing Code -- Orthographic Projection -- Getting Orthographic -- Perspective Projection -- Summary -- Chapter 3: Dealing With Complex Geometry -- The Wavefront File Format -- Cube.obj -- Cube.mtl -- Preparing the OBJ Viewer Code -- Loading an OBJ -- Building the Shaders -- The Vertex Shader -- The Fragment Shader -- Vertex Buffer Object -- Storing the Vertex Data -- Building the Vertex Data Array VBO -- Building the Element Array VBO -- Building the VAO -- Rendering Momo -- Handling Touche -- Per-Vertex Lighting -- Vertex Shader Light Calculation -- Modifying the Fragment Shader -- More Uniforms -- Making Momo Furrier -- Loading the Texture -- Adjusting the Vertex Data -- Adding UV Support to the Vertex Shader -- Adding Texture Support to Your Fragment Shader -- Binding the Texture -- Summary -- Chapter 4: Building a Scene -- Handling Multiple Objects -- The Code Structure -- Loading and Drawing the Scene -- The Shaders Code -- The Different Object Types -- The Drawing Sequence -- Fixing the Scene -- Uber Shader -- Using Your Uber Shader -- Render Loop Objects Categorization -- Double-Sided -- Per-Pixel Lighting -- Making the Vertex Shader Even Fatter -- Getting the Fragment Shader More Uber -- Wrapping up the Implementation -- Summary -- Chapter 5: Optimization -- The Base App.

     

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    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781119976264; 9781119975915
    RVK Categories: ST 324 ; ST 320
    Edition: Online-Ausg.
    Series: Wrox programmer to programmer
    Subjects: Computer games; Application software; Mobile computing; Computer games -- Programming; Android (Electronic resource); Application software ; Development; Computer games ; Programming; iOS (Electronic resource); Mobile computing; OpenGL; Electronic books
    Other subjects: Android (Electronic resource); Array; Array; Array; Mobile computing; OpenGL; iOS (Electronic resource)
    Scope: Online-Ressource (xxii, 286 p.), ill.
    Notes:

    Includes index. - Electronic reproduction; Palo Alto, Calif; ebrary; 2011; Available via World Wide Web; Access may be limited to ebrary affiliated libraries

    Game and Graphics Programming for iOS and Android® with OpenGL® ES 2.0; Contents; Introduction; Chapter 1: Getting Started; Software Requirements; For iOS Developers; For Android Developers; Downloading the Book's SDK; Importing Projects; For iOS Developers; For Android Developers; The Template; Summary; Chapter 2: Setting Up Your Graphic Projections; The Three Basic Types of Projections; Orthographic 2D Projection; Program and Project Initialization; Vertex and Fragment Shader; Linking a Shader Program; The Drawing Code; Orthographic Projection; Getting Orthographic; Perspective Projection

    SummaryChapter 3: Dealing With Complex Geometry; The Wavefront File Format; Cube.obj; Cube.mtl; Preparing the OBJ Viewer Code; Loading an OBJ; Building the Shaders; The Vertex Shader; The Fragment Shader; Vertex Buffer Object; Storing the Vertex Data; Building the Vertex Data Array VBO; Building the Element Array VBO; Building the VAO; Rendering Momo; Handling Touche; Per-Vertex Lighting; Vertex Shader Light Calculation; Modifying the Fragment Shader; More Uniforms; Making Momo Furrier; Loading the Texture; Adjusting the Vertex Data; Adding UV Support to the Vertex Shader

    Adding Texture Support to Your Fragment ShaderBinding the Texture; Summary; Chapter 4: Building a Scene; Handling Multiple Objects; The Code Structure; Loading and Drawing the Scene; The Shaders Code; The Different Object Types; The Drawing Sequence; Fixing the Scene; Uber Shader; Using Your Uber Shader; Render Loop Objects Categorization; Double-Sided; Per-Pixel Lighting; Making the Vertex Shader Even Fatter; Getting the Fragment Shader More Uber; Wrapping up the Implementation; Summary; Chapter 5: Optimization; The Base App; Triangles to Triangle Strips; Building Triangle Strips

    Texture OptimizationAdding 16-Bit Texture Conversion; PVR Texture Compression; Faking Details; Bump Mapping Implementation; Precision Qualifiers Optimization; The Normal Map Lighting Calculation; Adding Specularity; Geometry and Shaders LOD; Texture Atlas; Managing States in Software; Automatic Shader Optimization; Summary; Chapter 6: Real-Time Physics; Types of Physical Objects; Physics Shapes; Using Bullet; Hello Physics; Collision Callbacks, Triggers, and Contacts; Contact-Added Callback; Near Callback; Contact Points; 2D Physics; More Shapes!; Building the Physical Objects

    Camera TrackingUser Interactions; The Game Logic; 3D Physics; The Bullet File Format; 3D Pinball Game; Summary; Chapter 7: Camera; Touch and Go!; The Camera Frustum; How to Build the Frustum; Frustum Clipping Implementation; More Clipping Functions; Camera Fly Mode; First-Person Camera with Collision Detection; 3D Camera Tracking; Third-Person Camera with Collision; Summary; Chapter 8: Pathfinding; Recast and Detour; Navigation; Creating the Navigation Mesh; 3D Physics Picking; Player's Auto Drive; Visualizing the Way Points; Catch Me If You Can!; Know Your Enemy; Game State Logic; Summary

    Chapter 9: Audio and Other Cool Game Programming Stuff

  8. Professional HTML5 mobile game development
    Published: c2012
    Publisher:  Wiley, Indianapolis, Ind.

    &b&Create mobile game apps for the lucrative gaming market&/b&&/p&&p&If you're an experienced developer seeking to break into the sizzling mobile game market, this is the book for you. Covering all mobile and touchscreen devices, including iPhones,... more

    Universitätsbibliothek Hildesheim
    No inter-library loan
    Universitätsbibliothek Ilmenau
    INF 2013
    No inter-library loan
    Karlsruher Institut für Technologie, KIT-Bibliothek
    No inter-library loan

     

    &b&Create mobile game apps for the lucrative gaming market&/b&&/p&&p&If you're an experienced developer seeking to break into the sizzling mobile game market, this is the book for you. Covering all mobile and touchscreen devices, including iPhones, iPads, Android, and WP7.5, this book takes you through the steps of building both single- and multi-player mobile games. Topics include standard patterns for building games in HTML5, what methods to choose for building (CSS3, SVG, or Canvas), popular game engines and frameworks, and much more. Best of all, code for six basic games is provided, so yo

     

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    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781283592468; 9781118301333
    RVK Categories: ST 324 ; SU 500 ; ST 165
    Edition: Online-Ausg.
    Series: Wrox programmer to programmer
    Subjects: Computer games; Mobile computing; Computer games; HTML (Document markup language); Canvas (Computer file); Canvas (Computer file); Computer games ; Programming; HTML (Document markup language); Electronic books
    Other subjects: Array; HTML (Document markup language)
    Scope: Online-Ressource (1 online resource (xxviii, 523 p.)), ill.
    Notes:

    Includes index. - "Wrox Programmer to Programmer." -- Cover. - Description based on print version record

    Professional HTML5 Mobile Game Development; About the Author; Acknowledgments; Contents; Introduction; Part I: Diving In; Chapter 1: Flying Before You Walk; Introduction; Building a Complete Game in 500 Lines; Adding the Boilerplate HTML and CSS; Getting Started with Canvas; Creating Your Game's Structure; Loading the SpriteSheet; Creating the Game Object; Adding a Scrolling Background; Putting in a Title Screen; Adding a Protagonist; Summary; Chapter 2: Making It a Game; Introduction; Creating the GameBoard Object; Firing Missiles; Adding Enemies; Refactoring the Sprite Classes

    Handling CollisionsRepresenting Levels; Summary; Chapter 3: Finishing Up and Going Mobile; Introduction; Adding Touch Controls; Maximizing the Game; Adding a Score; Making It a Fair Fight; Summary; Part II: Mobile HTML5; Chapter 4: HTML5 for Mobile; Introduction; Capturing a Brief History of HTML5; Using HTML5 The Right Way; Considering HTML5 from a Game Perspective; Considering HTML5 from a Mobile Perspective; Surveying the Mobile Browser Landscape; Summary; Chapter 5: Learning Some Helpful Libraries; Introduction; Learning JavaScript Libraries; Starting with jQuery; Using Underscore.js

    SummaryChapter 6: Being a Good Mobile Citizen; Introduction; Responding to Device Capabilities; Dealing with Browser Resizing, Scrolling, and Zooming; Configuring Your App for the iOS Home Screen; Taking Mobile Performance into Consideration; Adapting to Limited Bandwidth and Storage; Going Offline Completely with Application Cache; Summary; Part III: JavaScript Game Dev Basics; Chapter 7: Learning about Your HTML5 Game Development Environment; Introduction; Picking an Editor; Exploring the Chrome Developer Tools; Debugging JavaScript; Profiling and Optimizing Your Code; Mobile Debugging

    SummaryChapter 8: Running JavaScript on the Command Line; Introduction; Learning About Node.js; Installing Node; Installing and Using Node Modules; Creating Your Own Script; Writing a Sprite-Map Generator; Summary; Chapter 9: Bootstrapping the Quintus Engine: Part I; Introduction; Creating a Framework for a Reusable HTML5 Engine; Adding the Game Loop; Adding Inheritance; Supporting Events; Supporting Components; Summary; Chapter 10: Bootstrapping the Quintus Engine: Part II; Introduction; Accessing a Game Container Element; Capturing User Input; Loading Assets; Summary

    Chapter 11: Bootstrapping the Quintus Engine: Part IIIIntroduction; Defining SpriteSheets; Adding Sprites; Setting the Stage with Scenes; Finishing Blockbreak; Summary; Part IV: Building Games with CSS3 and SVG; Chapter 12: Building Games with CSS3; Introduction; Deciding on a Scene Graph; Implementing DOM Support; Summary; Chapter 13: Crafting a CSS3 RPG; Introduction; Creating a Scrolling Tile Map; Building the RPG; Summary; Chapter 14: Building Games with SVG and Physics; Introduction; Understanding SVG Basics; Working with SVG from JavaScript; Adding SVG Support to Quintus

    Adding Physics with Box2D

  9. Learning android game programming
    a hands-on guide to building your first android game
    Author: Rogers, Rick
    Published: 2012
    Publisher:  Addison-Wsley, Upper Saddle River, NJ

    Staats- und Universitätsbibliothek Bremen
    a inf 872 spi/676
    Unlimited inter-library loan, copies and loan
    Sächsische Landesbibliothek - Staats- und Universitätsbibliothek Dresden
    Unlimited inter-library loan, copies and loan
    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    T 12 B 1003
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780321769626; 0321769627
    Other identifier:
    9780321769626
    RVK Categories: ST 261 ; ST 324
    Series: Addison-Wesley learning series
    Subjects: Application software; Mobile computing
    Scope: XXIV, 444 s., Ill.
    Notes:

    Includes index

  10. Professional HTML5 mobile game development
    Published: [2012]
    Publisher:  John Wiley & Sons, Inc., Indianapolis, IN

    Staats- und Universitätsbibliothek Bremen
    a inf 872 spi/662
    Unlimited inter-library loan, copies and loan
    Staats- und Universitätsbibliothek Bremen
    n 581/7030
    Unlimited inter-library loan, copies and loan
    Technische Universität Chemnitz, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan
    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    P RET 49862
    No inter-library loan
    Hochschule für Angewandte Wissenschaften Hamburg, Hochschulinformations- und Bibliotheksservice (HIBS), Fachbibliothek Technik, Wirtschaft, Informatik
    Dat 300 73
    No inter-library loan
    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    T 13 B 2367
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Ilmenau
    INF SU 500 R439
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781118301326; 1118301323
    Other identifier:
    9781118301326
    RVK Categories: ST 324 ; SU 500 ; ST 165
    Series: Wrox programmer to programmer
    Subjects: Computer games; HTML (Document markup language); Computer games; Mobile computing
    Other subjects: Array; HTML (Document markup language)
    Scope: xxviii, 523 Seiten, Illustrationen, 24 cm
    Notes:

    Formerly CIP Uk

    Includes bibliographical references and index

    Also issued online