000 01891nam a2200409 a 4500
001 vtls000080098
003 MTX
008 160715 001 0 eng d
020 _a9781119975915
020 _a9781119976264
039 9 _a201607151125
_bstaff
_y201605041237
_zadmin
041 0 _aeng
099 _aEbook
100 1 _aMarucchi-Foino, Romain..
_9117795
245 0 0 _aGame and graphics programming for iOS and android with openGL ES 2.0
_h[electronic resource] /
_cMarucchi-Foino, Romain.
260 _bWILEY,
_c2012.
300 _a316 p.
505 0 _gChapter, Lesson, Part
_tChapter 1: Getting Started.
505 0 _gChapter, Lesson, Part
_tChapter 2: Setting Up Your Graphic Projections.
505 0 _gChapter, Lesson, Part
_tChapter 3: Dealing With Complex Geometry.
505 0 _gChapter, Lesson, Part
_tChapter 4: Building a Scene.
505 0 _gChapter, Lesson, Part
_tChapter 5: Optimization.
505 0 _gChapter, Lesson, Part
_tChapter 6: Real-Time Physics.
505 0 _gChapter, Lesson, Part
_tChapter 7: Camera.
505 0 _gChapter, Lesson, Part
_tChapter 8: Pathfinding.
505 0 _gChapter, Lesson, Part
_tChapter 9: Audio and Other Cool Game Programming Stuff.
505 0 _gChapter, Lesson, Part
_tChapter 10: Advanced Lighting.
505 0 _gChapter, Lesson, Part
_tChapter 11: Advanced Fx.
505 0 _gChapter, Lesson, Part
_tChapter 12: Skeletal Animation.
505 0 _aCover, Title,Game and graphics programming for iOS and android with openGL ES 2.0--Preface, Introduction, TOC,Contents--Preface, Introduction, TOC,Introduction--References, Appendix, Index,Index--References, Appendix, Index,Advertisement.
650 _aComputers
_920382
650 _aProgramming
_9100294
650 _aSoftware Development
_9117796
856 4 0 _uhttp://portal.igpublish.com/iglibrary/search/WILEYB0000855.html
942 _c10
999 _c76647
_d76647