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[null,"1.","Record Nr.",null,"UNINA990009503860403321"]
[null,null,"Autore",null,"Campione, Vittorio"]
[null,null,"Titolo",null,"Sovranità decentramento regole : i livelli essenziali delle prestazioni e l'autonomia dellemistituzioni scolastiche / Vittorio Campione - Annamaria Poggi"]
[null,null,"Pubbl/distr/stampa",null,"Bologna : il Mulino, 2009"]
[null,null,"ISBN",null,"978-88-15-13079-2"]
[null,null,"Descrizione fisica",null,"217 p. ; 21 cm"]
[null,null,"Locazione",null,"DSS"]
[null,null,"Collocazione",null,"F 533"]
[null,null,"Lingua di pubblicazione",null,"Italiano"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Sul frontespizio: Fondazione per la scuola della compagnia di San Paolo"]
[null,"2.","Record Nr.",null,"UNINA9910735387703321"]
[null,null,"Autore",null,"Sutherland Bruce"]
[null,null,"Titolo",null,"Beginning Android C++ game development / / Bruce Sutherland"]
[null,null,"Pubbl/distr/stampa",null,"New York : , : Apress, , 2013"]
[null,null,"ISBN",null,"1-4302-5831-4"]
[null,null,"Edizione",null,"[1st ed. 2013.]"]
[null,null,"Descrizione fisica",null,"1 online resource (xix, 296 pages) : illustrations (some color)"]
[null,null,"Collana",null,"Gale eBooks"]
[null,null,"Disciplina",null,"004"]
[{"$nulls":4},"794.815268"]
[null,null,"Soggetti",null,"Application software - Development"]
[{"$nulls":4},"Mobile computing - Programming"]
[{"$nulls":4},"C++ (Computer program language)"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","\"Take your Android game apps to the next level with the power of C++\"--Cover."]
[{"$nulls":4},"Includes index."]
[null,null,"Nota di contenuto",null,"\"\"Contents at a Glance\"\"; \"\"Contents\"\"; \"\"About the Author\"\"; \"\"About the Technical Reviewer \"\"; \"\"Acknowledgments\"\"; \"\"Introduction\"\"; \"\"Chapter 1: An Introduction to Game Development\"\"; \"\"A Brief History of Video Games\"\"; \"\"Who Makes Games?\"\"; \"\"The Difference between Computer Games and Board Games\"\"; \"\"Comparing Mobile Phones to Game Consoles\"\"; \"\"An Overview of Game Engines\"\"; \"\"Summary\"\"; \"\"Chapter 2: An Introduction to the Android Game Development Ecosystem\"\"; \"\"Java and the Dalvik Virtual Machine\"\"; \"\"C++ and the NDK\"\"; \"\"Fragmentation and the Android Ecosystem\"\"; \"\"Android Versions\"\""]
[{"$nulls":4},"\"\"Screen Resolution and Aspect Ratio\"\"\"\"Input Device Support\"\"; \"\"GPUs\"\"; \"\"HelloDroid - Our First Android Game\"\"; \"\"Creating a New Eclipse Project\"\"; \"\"Adding NDK Support\"\"; \"\"A Look at the NDK Build System\"\"; \"\"Modifying the Build File\"\"; \"\"Adding Application-Level Build Options\"\"; \"\"Enabling Debugging\"\"; \"\"Running the Game\"\"; \"\"Summary\"\"; \"\"Chapter 3: Game Design for Beginners: Droid Runner\"\"; \"\"An Introduction to Design Documents\"\"; \"\"Creating a World, Telling a Story, and Setting the Scene\"\"; \"\"The Droid Runner Design Overview\"\"; \"\"Section 1 - Game Overview\"\""]
[{"$nulls":4},"\"\"Defining the Gameplay and Mechanics\"\"\"\"Section 2 - Gameplay and Mechanics\"\"; \"\"Section 2.1 - Gameplay\"\"; \"\"Section 2.2 - Mechanics\"\"; \"\"Section 2.2.1 - Movement\"\"; \"\"Section 2.2.2 - Obstacles\"\"; \"\"Section 2.2.3 - Pickups\"\"; \"\"Level Design\"\"; \"\"Pacing\"\"; \"\"Aesthetics\"\"; \"\"Scale\"\"; "]
[{"$nulls":4},"\"\"Technical Requirements\"\"; \"\"Summary\"\"; \"\"Chapter 4: Building a Game Engine\"\"; \"\"Creating an Application Object\"\"; \"\"Creating the Game Loop Using a Kernel and Tasks\"\"; \"\"Starting the Kernel Class\"\"; \"\"Defining the Task Interface\"\"; \"\"Examining the Kernel Methods\"\"; \"\"Androidâ€?s Native App Glue\"\"; \"\"Timekeeping\"\""]
[{"$nulls":4},"\"\"Summary\"\"\"\"Chapter 5: Writing a Renderer\"\"; \"\"Initializing the Window and OpenGL Using EGL\"\"; \"\"An Introduction to Shaders\"\"; \"\"An Introduction to Vertex Shaders in OpenGL ES 2.0\"\"; \"\"An Introduction to Fragment Shaders in OpenGL ES 2.0\"\"; \"\"Creating a Shader Program\"\"; \"\"Rendering a Quad with OpenGL\"\"; \"\"Representing Geometry\"\"; \"\"Creating a Renderable\"\"; \"\"Creating the Basic Shader\"\"; \"\"Creating an App-Specific Application and Task\"\"; \"\"Applying Textures to Geometry\"\"; \"\"Loading a File\"\"; \"\"Loading a TGA File\"\"; \"\"Representing a GL Texture\"\"; \"\"Creating TextureShader\"\""]
[{"$nulls":4},"\"\"Initializing Textures and Shaders\"\"\"\"Loading Textures in a Task\"\"; \"\"Summary\"\"; \"\"Chapter 6: Game Entities\"\"; \"\"What Is a Game Entity?\"\"; \"\"Communicating with Game Objects via Events\"\"; \"\"The Event Class\"\"; \"\"The EventHandler Classes\"\"; \"\"The EventManager\"\"; \"\"EventManagerâ€?s Friend Functions\"\"; \"\"Big O Notation\"\"; \"\"EventManagerâ€?s Interface Methods\"\"; \"\"Rendering an Object\"\"; \"\"The TransformComponent Class\"\"; \"\"The Transform Class\"\"; \"\"The RenderableComponent\"\"; \"\"The TransformShader Class\"\"; \"\"The Player Object\"\"; \"\"Making the Player Jump\"\"; \"\"A Basic AI Entity\"\"; \"\"Summary\"\""]
[{"$nulls":4},"\"\"Chapter 7: Building Game Levels with Collision\"\""]
[null,null,null,"Sommario/riassunto","Beginning Android C++ Game Development introduces general and Android game developers like you to Android's powerful Native Development Kit (NDK). The Android NDK platform allows you to build the most sophisticated, complex and best performing game apps that leverage C++.  In short, you learn to build professional looking and performing game apps like the book's case study, Droid Runner. In this book, you'll learn all the major aspects of game design and programming using the Android NDK and be ready to submit your first professional video game app to Google Play and Amazon Appstore for today's Android smartphones and tablet users to download and play.  The techniques contained in this book include building a game engine, writing a renderer, and building a full game app with entities, game levels and collisions. As part of the tutorial you'll also learn about inserting perspectives using cameras and including audio in your game app."]