| 000 | 01985cam a22003617i 4500 | ||
|---|---|---|---|
| 001 | 18024762 | ||
| 005 | 20161121110225.0 | ||
| 008 | 140130s2015 maua b 001 0 eng d | ||
| 010 | _a 2014932082 | ||
| 020 | _a978-1-305-11038-0 | ||
| 035 | _a(OCoLC)ocn868037933 | ||
| 040 |
_aBTCTA _beng _cBTCTA _erda _dYDXCP _dOCLCO _dIJC _dINO _dSZR _dOCLCF _dOCLCQ _dSINLB _dOCLCO _dOCLCQ _dLML _dIUL _dDLC |
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| 042 | _alccopycat | ||
| 050 | 0 | 0 |
_aQA76.76.C672 _bY36 2015 |
| 082 | 0 | 4 |
_aDC 794.81526 _22015 _bY14 |
| 100 | 1 | _aYamamoto, Jazon. | |
| 245 | 1 | 4 |
_aThe black art of multiplatform game programming / _cJazon Yamamoto, foreword by Andre Lamothe. |
| 246 | 3 | 0 | _aMultiplatform game programming |
| 260 |
_aBoston : _bCengage Learning, _cc2015. |
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| 300 |
_axxii, 338 pages : _billustrations ; _c24 cm |
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| 500 | _aIncludes bibliographical references and index. | ||
| 505 | 0 | _aSetting up your workstation -- Entering the digital domain -- Tapping into the world of graphics -- Interacting with the matrix -- Blasting music and sound effects -- Your first playable video game -- Rethinking the paddle game -- Designing a game engine -- Crafting levels with tile maps -- Forging worlds with scene management -- Inside the mass production zone with factories and scripts -- The final frontier -- SDL 2.0 and the future. | |
| 650 | 0 |
_aComputer games _xProgramming. |
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| 650 | 0 | _aComputer graphics. | |
| 650 | 7 |
_aComputer games _xProgramming. _2fast |
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| 650 | 7 |
_aComputer graphics. _2fast |
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| 856 | 4 | 2 |
_3Contributor biographical information _uhttp://www.loc.gov/catdir/enhancements/fy1608/2014932082-b.html |
| 856 | 4 | 2 |
_3Publisher description _uhttp://www.loc.gov/catdir/enhancements/fy1608/2014932082-d.html |
| 856 | 4 | 1 |
_3Table of contents only _uhttp://www.loc.gov/catdir/enhancements/fy1608/2014932082-t.html |
| 906 |
_a7 _bcbc _ccopycat _d2 _encip _f20 _gy-gencatlg |
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| 942 |
_2ddc _cDC |
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| 999 |
_c5818 _d5818 |
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