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  1. 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