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071025s2007 xxua e 001 m eng d |
015 |
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|aGBA681526
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020 |
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|a0122290631 (hbk) : |cNT1800
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020 |
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|a9780122290633 (hbk)
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035 |
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|a71807761
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040 |
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|aTMUE|beng|cTMUE|dTMUE|eAACR2
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050 |
14
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|aT385|bE373 2007
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082 |
04
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|a006.66|222
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082 |
04
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|a006.66
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100 |
1
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|aEberlyDavid H
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245 |
10
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|a3D game engine design : |ba practical approach to real-time computer graphics / |cDavid H. Eberly
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250 |
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|a2nd ed
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260 |
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|aSan Francisco, CA : |bMorgan Kaufmann ; |aOxford : |bElsevier Science [distributor], |cc2007
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300 |
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|axxii, 1018 p : |bill ; |c24 cm + |e+ 1 CD-ROM (4 3/4 in.)
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490 |
0
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|aThe Morgan Kaufmann series in interactive 3D technology
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500 |
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|aPrevious ed.: 2001
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500 |
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|aSystem requirements: Microsoft Windows XP; Macintosh OS X; Linux; minimum to use source code: graphics hardware at least Shader Model 2 and either Direct3D 9 or later, or OpenGL (1.5) or later
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504 |
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|aIncludes bibliographical references (p. 973-979) and index
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650 |
0
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|aComputer games|xProgramming
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650 |
0
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|aComputer graphics
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650 |
0
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|aReal-time data processing
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650 |
0
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|aThree-dimensional display systems
|