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

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0585456135; 9780585456133; 0761533303; 9780761533306
    Series: Prima Tech's game development
    Subjects: GAMES / Video & Electronic; OpenGL.; Computer games / Programming; Computer graphics; Computer games; Computer graphics; OpenGL; Computerspiel; Programmierung
    Scope: 1 Online-Ressource (xxxiv, 777 pages)
    Notes:

    Includes bibliographical references and index

  2. Learn OpenGL
    beginner's guide to 3D rendering and game development with OpenGL and C++
    Published: August 2018
    Publisher:  Packt, Birmingham

    Hochschulbibliothek Ingolstadt
    Unlimited inter-library loan, copies and loan
    Hochschule Landshut, Hochschule für Angewandte Wissenschaften, Bibliothek
    Unlimited inter-library loan, copies and loan
    Hochschule München, Bibliothek
    Unlimited inter-library loan, copies and loan
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781789340860
    RVK Categories: ST 321
    Subjects: OpenGL; Computerspiel; Rendering; Softwareentwicklung; C++
    Scope: 1 Online-Ressource (204 Seiten)
  3. Beginning OpenGL game programming
    Published: 2009
    Publisher:  Course Technology, Boston, MA

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 1598637231; 9781598637236
    RVK Categories: ST 321
    Edition: 2nd ed
    Subjects: OpenGL.; GAMES / Video & Electronic; Computer games / Programming; Computer graphics; Three-dimensional display systems; Array; Computerspiel; OpenGL; Programmierung
    Scope: 1 online resource
  4. Beginning OpenGL game programming
    Published: c2009
    Publisher:  Course Technology, Boston, MA

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    Unlimited inter-library loan, copies and loan
    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
    Unlimited inter-library loan, copies and loan
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 159863528X; 1598637231; 9781598635287; 9781598637236
    Edition: 2nd ed
    Subjects: GAMES / Video & Electronic; OpenGL.; Computer games / Programming; Computer graphics; Three-dimensional display systems; Computer games; Computer graphics; Three-dimensional display systems; Computerspiel; OpenGL; Programmierung
    Scope: 1 Online-Ressource
    Notes:

    Title from title screen. - Previous ed.: published as by Dave Astle, Kevin Hawkins. - Includes index and link to CD content

  5. Beginning OpenGL game programming
    Author: Astle, Dave
    Published: ©2004
    Publisher:  Thomson/Course Technology, Boston, MA

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    Unlimited inter-library loan, copies and loan
    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
    Unlimited inter-library loan, copies and loan
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 159200458X; 9781592004584
    Subjects: GAMES / Video & Electronic; OpenGL.; Computer games / Programming; Computer games; Computerspiel; Programmierung; OpenGL
    Scope: 1 Online-Ressource (xxii, 310 pages)
    Notes:

    Accompanying CD-ROM includes the OpenGL easy extension library; glFont; bonus chapters and a bonus game; source codes from the book. - Includes index

  6. 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

  7. Beginning OpenGL game programming
    Author: Astle, Dave
    Published: c2004
    Publisher:  Premier Press, Rocklin, Calif.

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 1592003699
    Subjects: Computer games; Computer graphics; OpenGL; Computerspiel; Programmierung
    Scope: xxii, 336 p
    Notes:

    Includes index

  8. OpenGL game programming
    Published: c2001
    Publisher:  Prima Tech, Roseville, CA

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0761533303
    Subjects: Computer games; Computer graphics; Programmierung; Computerspiel; OpenGL
    Scope: xxxiv, 777 p.
    Notes:

    Includes index

  9. Beginning OpenGL game programming
    Published: c2009
    Publisher:  Course Technology/Cengage Learning, Australia

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 159863528X; 9781598635287
    Edition: 2nd ed
    Subjects: Computer games; OpenGL; Computerspiel; Programmierung
    Scope: xxiii, 290 p.
    Notes:

    Previous ed.: published as by Dave Astle, Kevin Hawkins. Boston, Mass.: Thomson Course Technology, 2004

  10. 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

  11. Learn OpenGL
    beginner's guide to 3D rendering and game development with OpenGL and C++
    Published: August 2018
    Publisher:  Packt, Birmingham

    TU Berlin, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781789340860
    RVK Categories: ST 321
    Subjects: OpenGL; Computerspiel; Rendering; Softwareentwicklung; C++
    Scope: 1 Online-Ressource (204 Seiten)
  12. Beginning OpenGL game programming
    Published: 2009
    Publisher:  Course Technology, Boston, MA ; EBSCO Industries, Inc., Birmingham, AL, USA

    Bibliothek der Hochschule Mainz, Untergeschoss
    No inter-library loan
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    Source: Union catalogues
    Contributor: Astle, Dave; Hawkins, Kevin
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 1598637231; 9781598637236
    RVK Categories: ST 321
    Edition: 2nd ed.
    Subjects: OpenGL; Computerspiel; Programmierung
    Scope: 1 Online-Ressource
  13. OpenGL game programming
    Published: 2001
    Publisher:  Prima Tech, Roseville, CA ; EBSCO Industries, Inc., Birmingham, AL, USA

    Bibliothek der Hochschule Mainz, Untergeschoss
    No inter-library loan
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    Source: Union catalogues
    Contributor: Astle, Dave
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0585456135; 9780585456133; 0761533303; 9780761533306
    RVK Categories: ST 300 ; ST 320 ; SU 500
    Series: Prima Tech's game development
    Subjects: OpenGL; Computerspiel; Programmierung
    Scope: 1 Online-Ressource (xxxiv, 777 pages), Illustrations
    Notes:

    Includes bibliographical references and index

  14. OpenGL ES game development
    Author: Astle, Dave
    Published: 2004
    Publisher:  Thomson Course Technology, Boston, MA ; EBSCO Industries, Inc., Birmingham, AL, USA

    Bibliothek der Hochschule Mainz, Untergeschoss
    No inter-library loan
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    Source: Union catalogues
    Contributor: Durnil, Dave
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 1592004687; 9781592004683; 9781592003709; 1592003702
    RVK Categories: ST 321
    Subjects: OpenGL; Computerspiel; Programmierung
    Scope: 1 Online-Ressource (xxi, 293 pages), Illustrations
  15. Beginning OpenGL game programming
    Author: Astle, Dave
    Published: 2004
    Publisher:  Thomson/Course Technology, Boston, MA ; EBSCO Industries, Inc., Birmingham, AL, USA

    Bibliothek der Hochschule Mainz, Untergeschoss
    No inter-library loan
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    Source: Union catalogues
    Contributor: Hawkins, Kevin
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 159200458X; 9781592004584
    Subjects: OpenGL; Computerspiel; Programmierung
    Scope: 1 Online-Ressource (xxii, 310 pages), Illustrations
    Notes:

    Accompanying CD-ROM includes the OpenGL easy extension library; glFont; bonus chapters and a bonus game; source codes from the book

    Includes index

  16. Open GL Extension Guide.
    Published: 2002; ©2003.
    Publisher:  Charles River Media, Hingham

    Intro -- CONTENTS -- PREFACE -- 1 ABOUT OPENGL EXTENSIONS -- 2 BLENDING -- 3 TEXTURE ENVIRONMENT -- 4 TEXTURE MAPPING -- 5 TEXTURE COMPRESSION -- 6 FRAGMENT SHADING -- 7 VERTEX BLENDING -- 8 ARRAY MANAGEMENT -- 9 SYNCHRONIZATION -- 10 LIGHTING -- 11... more

    Deutsches Zentrum für Luft- und Raumfahrt, DLR-Bibliothek
    No inter-library loan

     

    Intro -- CONTENTS -- PREFACE -- 1 ABOUT OPENGL EXTENSIONS -- 2 BLENDING -- 3 TEXTURE ENVIRONMENT -- 4 TEXTURE MAPPING -- 5 TEXTURE COMPRESSION -- 6 FRAGMENT SHADING -- 7 VERTEX BLENDING -- 8 ARRAY MANAGEMENT -- 9 SYNCHRONIZATION -- 10 LIGHTING -- 11 FOG -- 12 STENCIL OPERATIONS -- 13 SHADOW MAPPING -- 14 OCCLUSION CULLING -- 15 POINT RENDERING -- 16 PIXEL FORMATS -- 17 MISCELLANEOUS -- 18 VERTEX PROGRAMS -- 19 FRAGMENT PROGRAMS -- APPENDIX A: PROGRAM SYNTAX SPECIFICATIONS -- APPENDIX B: EXTENSION INDEX -- APPENDIX C: FUNCTION INDEX -- INDEX.

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781584502944
    Subjects: Computer games ; Programming; Computer graphics; OpenGL; Electronic books
    Scope: 1 online resource (684 pages)
    Notes:

    Description based on publisher supplied metadata and other sources

    ""CONTENTS""; ""PREFACE""; ""1 ABOUT OPENGL EXTENSIONS""; ""2 BLENDING""; ""3 TEXTURE ENVIRONMENT""; ""4 TEXTURE MAPPING""; ""5 TEXTURE COMPRESSION""; ""6 FRAGMENT SHADING""; ""7 VERTEX BLENDING""; ""8 ARRAY MANAGEMENT""; ""9 SYNCHRONIZATION""; ""10 LIGHTING""; ""11 FOG""; ""12 STENCIL OPERATIONS""; ""13 SHADOW MAPPING""; ""14 OCCLUSION CULLING""; ""15 POINT RENDERING""; ""16 PIXEL FORMATS""; ""17 MISCELLANEOUS""; ""18 VERTEX PROGRAMS""; ""19 FRAGMENT PROGRAMS""; ""APPENDIX A: PROGRAM SYNTAX SPECIFICATIONS""; ""APPENDIX B: EXTENSION INDEX""; ""APPENDIX C: FUNCTION INDEX""; ""INDEX""

  17. Quake II meets Java
    Das Sourceforge-Projekt Jake2
    Published: 2005
    Publisher:  Universitätsbibliothek Chemnitz, Chemnitz ; Technische Universität Chemnitz

  18. Quake II meets Java
    das Sourceforge-Projekt Jake2; [135. Unix-Stammtisch; Vortrag]
    Published: 2005
    Publisher:  Techn. Univ. Chemnitz, Fakultät für Wirtschaftswissenschaften, [S.l.]

    Technische Universität Chemnitz, Universitätsbibliothek
    No inter-library loan
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    Source: Union catalogues
    Language: German
    Media type: Book
    Format: Online
    Other identifier:
    C1UB-mo-20050086
    Subjects: Computerspiel; Java 2 Standard Edition 1.4; OpenGL
    Scope: Online-Ressource (1.69 MB)
  19. OpenGL game development by example
    design and code your own 2D and 3D game efficiently using OpenGL and C
    Published: March 2016
    Publisher:  Packt Publishing, Birmingham

    Cover -- Copyright -- Credits -- About the Authors -- About the Reviewers -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: Building the Foundation -- Introducing the development environment -- A quick look at Visual Studio -- Start... more

    Technische Universität Bergakademie Freiberg, Bibliothek 'Georgius Agricola'
    No inter-library loan
    HTWG Hochschule Konstanz Technik, Wirtschaft und Gestaltung, Bibliothek
    eBook ebcentral
    No inter-library loan
    Hochschule für Wirtschaft und Umwelt Nürtingen-Geislingen, Bibliothek Nürtingen
    eBook ProQuest
    No inter-library loan

     

    Cover -- Copyright -- Credits -- About the Authors -- About the Reviewers -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: Building the Foundation -- Introducing the development environment -- A quick look at Visual Studio -- Start screen -- The Solution Explorer panel -- The Standard Toolbar panel -- The code window -- The output window -- Starting your project -- The game loop -- The game structure -- Initialization -- The game loop -- Shutdown -- Creating the game structure -- Port of access -- The Windows message loop -- Introducing OpenGL -- What is OpenGL? -- The other GL -- Downloading OpenGL -- Adding OpenGL to the project -- Linking to the OpenGL library -- Summary -- Chapter 2: Your Point of View -- Plotting your revenge -- The OpenGL coordinate system -- Making your point -- Understanding the code -- Running the program -- Stretching your point -- Getting primitive -- A triangle by any other name -- A primitive example -- From triangles to models -- Introducing textures -- Using textures to fill the triangles -- A matter of reference -- Hanging out in the quad -- Coding the quad -- Rendering a texture -- Loading the texture -- Texture wrapping -- Creating a textured quad -- Putting the pieces together -- Summary -- Chapter 3: A Matter of Character -- Spritely speaking -- Sprites versus non-sprites -- Flipbook animation -- Framed animation -- Creating sprites -- Working with PNGs -- Linking to the SOIL library -- Including the SOIL header file -- Opening an image file -- Coding a sprite class -- Creating sprite frames -- Saving each frame -- Loading a sprite from individual textures -- Creating a sprite sheet -- Loading a sprite sheet -- Loading our sprites -- Rendering -- Adding a render to the game loop -- Implementing the main Render function -- Implementing Render in the Sprite class -- UV mapping -- One more detail.

     

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    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781783288205
    Subjects: Computer games--Programming; OpenGL; Computer games; Electronic books
    Scope: 1 Online-Ressource (xiv, 315 Seiten), Illustrationen
  20. 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
    No inter-library loan
    Universitätsbibliothek Erfurt / Forschungsbibliothek Gotha, Universitätsbibliothek Erfurt
    No inter-library loan
    Universitäts- und Landesbibliothek Sachsen-Anhalt / Zentrale
    No inter-library loan
    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
    No inter-library loan
    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
    No inter-library loan
    Universitätsbibliothek Kiel, Zentralbibliothek
    No inter-library loan
    Universitätsbibliothek Kiel, Zentralbibliothek
    No inter-library loan
    Deutsches Zentrum für Luft- und Raumfahrt, DLR-Bibliothek
    No inter-library loan
    Hochschulbibliothek Friedensau
    Online-Ressource
    No inter-library loan
    Hochschule für Wirtschaft und Umwelt Nürtingen-Geislingen, Bibliothek Nürtingen
    eBook ProQuest
    No inter-library loan
    Hochschule Albstadt-Sigmaringen, Bibliothek Sigmaringen
    eBook ebrary
    No inter-library loan
    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