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Basic Math for Game Development with Unity 3D [[electronic resource] ] : A Beginner's Guide to Mathematical Foundations / / by Kelvin Sung, Gregory Smith
Basic Math for Game Development with Unity 3D [[electronic resource] ] : A Beginner's Guide to Mathematical Foundations / / by Kelvin Sung, Gregory Smith
Autore Sung Kelvin
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Descrizione fisica 1 online resource (414 pages)
Disciplina 794.815
Soggetto topico Computer games—Programming
Computer science—Mathematics
Game Development
Math Applications in Computer Science
ISBN 1-4842-5443-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Introduction and Learning Environment -- Chapter 2: Intervals and Bounding Boxes -- Chapter 3: Distances and Bounding Spheres -- Chapter 4: Vectors -- Chapter 5: Vector Dot Products -- Chapter 6: Vector Cross Products and 2D Planes -- Chapter 7: Conclusion.
Record Nr. UNINA-9910364950403321
Sung Kelvin  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
BBC micro:bit Recipes [[electronic resource] ] : Learn Programming with Microsoft MakeCode Blocks / / by Pradeeka Seneviratne
BBC micro:bit Recipes [[electronic resource] ] : Learn Programming with Microsoft MakeCode Blocks / / by Pradeeka Seneviratne
Autore Seneviratne Pradeeka
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Descrizione fisica 1 online resource (XXIII, 352 p. 289 illus., 282 illus. in color.)
Disciplina 004
Collana Technology in Action Series
Soggetto topico Computer input-output equipment
Computer games—Programming
Hardware and Maker
Game Development
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: MakeCode Setup Fundamentals -- Chapter 2: MakeCode Extended Features -- Chapter 3: MakeCode Programming Basics -- Chapter 4: Working with Text -- Chapter 5: Displaying Images -- Chapter 6: Inputs and Outputs -- Chapter 7: Loops and Logic -- Chapter 8: Using Mathematical Functions -- Chapter 9: Using Variables -- Chapter 10: Functions and Arrays -- Chapter 11: Playing Music -- Chapter 12: Using Sensors -- Chapter 13: Using Bluetooth Services -- Chapter 14: Using Radio -- Chapter 15: Building Simple Games. .
Record Nr. UNINA-9910338002903321
Seneviratne Pradeeka  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Android 3D Game Development [[electronic resource] /] / by Robert Chin
Beginning Android 3D Game Development [[electronic resource] /] / by Robert Chin
Autore Chin Robert
Edizione [1st ed. 2014.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Descrizione fisica 1 online resource (482 p.)
Disciplina 794.8/1526
Soggetto topico Computer games—Programming
Application software
Game Development
Computer Applications
ISBN 1-4302-6548-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Beginning Android 3D Game Development -- Contents at a Glance -- Contents -- About the Author -- About the Technical Reviewer -- Acknowledgments -- Introduction -- Chapter 1: Let's Meet the Android -- Overview of Android -- Overview of the Android SDK -- Android Software Development Kit (SDK) Requirements -- Android SDK Components Overview -- Eclipse with Android Development Tools Plug-in -- Android SDK Manager -- Android Virtual Device -- How to Set Up for Development -- Android Development Tools Integrated Development Environment (IDE) Overview -- Package Explorer -- Source Code Area -- Outline -- Dalvik Debug Monitor Server (DDMS) -- LogCat Window -- Launching the SDK Manager and AVD Manager from Eclipse -- Hands-on Example: Non-OpenGL ES Text "Hello World" Program -- Creating a New Android Project -- Running on an Android Emulator -- Running on an Actual Android Device -- The Main Source Code -- The Graphical Layout -- The Actual "Hello World" Data -- Summary -- Chapter 2: Java for Android -- Overview of the Java Language -- Java Comments -- Java Basic Data Types -- Arrays -- Data Modifiers -- Java Operators -- Arithmetic Operators -- Unary Operators -- Conditional Operators -- Bitwise and Bit Shift Operators -- Java Flow Control Statements -- Java Classes -- Packages and Classes -- Accessing Classes in Packages -- Java Interfaces -- Accessing Class Variables and Functions -- Java Functions -- Calling the Parent Function -- The Basic Android Java Program Framework -- Android Activity Life Cycle Overview -- Key Activity Life Cycle Cases -- Seeing the Activity Life Cycle in Action -- The Basic Android Java OpenGL Framework -- Basic Android OpenGL ES Framework for a Single-View OpenGL ES Application -- The Custom GLSurfaceView -- The Custom Renderer -- Basic Android OpenGL ES Framework for a Multiple View OpenGL ES Application.
The XML Layout File -- The Activity Class and GLSurfaceView Class -- Hands-on Example: A 3D OpenGL "Hello Droid" Example -- Importing Project Examples into Eclipse -- The MainActivity and MyGLSurfaceView Classes -- The MyGLRenderer Class -- Class Overview -- Experimenting with "Hello Droid" -- Summary -- Chapter 3: 3D Math Review -- Vectors and Vector Operations -- What Is a Vector ? -- Vector Representing Position -- Vector Representing Direction -- Vector Representing Rotation Axis -- Vector Representing Force -- Vectors Representing Local Axes -- Our Vector Class -- The Vector Magnitude -- Vector Normalization -- Vector Addition -- Vector Multiplication -- Vector Negation -- The Right Triangle -- Vector Dot Product -- Vector Cross Product -- Matrices and Matrix Operations -- What Is a Matrix ? -- Built-in Android Matrix Class -- The Identity Matrix -- Matrix Transpose -- Matrix Multiplication -- Matrix Inverse -- Homogeneous Coordinates -- Using Matrices to Move Objects -- Using Matrices to Rotate Objects -- Using Matrices to Scale Objects -- Combining Matrices -- Hands-on Example: Manipulating Objects in 3D Space -- Building a 3D Object's Model Matrix -- Adding a Rotation to an Object -- Moving an Object in 3D Space -- Scaling an Object -- Summary -- Chapter 4: 3D Graphics Using OpenGL ES 2.0 -- Overview of OpenGL ES 2.0 on Android -- General Overview of OpenGL Object Rendering -- Specific Overview of the Rendering Procedure -- Transforming the 3D Object's Vertices -- Building the Model Matrix -- Building the View Matrix -- Building the Projection Matrix -- Setting the Viewport -- Sending the Matrices and Lighting Information to the Vertex and Fragment Shaders -- Rendering the Scene -- Overview of the OpenGL ES 2.0 Shading Language -- Basic Data Types -- Vector Components -- Operators and Expressions -- Program Flow Control Statements.
Storage Qualifiers -- Reserved Variables -- Built-in Functions -- Overview of Vertex Shaders -- A Complex Vertex Shader -- Overview of Fragment or Pixel Shaders -- Overview of the Shader Class -- The Camera -- The 3D Object Mesh -- Mesh Vertex Data -- The MeshEx Class -- MeshEx Class Overview -- MeshEx Class Constructor -- MeshEx Class Error Debug Function -- MeshEx Class Mesh Draw Function -- Lighting -- Overview of Lighting -- The PointLight Class -- Building the Normal Matrix -- Lighting in the Vertex Shader -- Ambient -- Diffuse -- Specular -- Lighting in the Fragment Shader -- Ambient Lighting -- Diffuse Lighting -- Specular Lighting -- Final Fragment Color -- Materials -- The Material Class -- Materials in the Fragment Shader -- Textures -- Texture Magnification and Minification -- Texture Clamping and Repeating -- The Texture Class -- Textures in the Vertex Shader -- Textures in the Fragment Shader -- Summary -- Chapter 5: Motion and Collision -- Overview of Motion -- Linear Velocity and Linear Acceleration -- Newton's Laws of Motion -- Gravity -- Angular Velocity and Angular Acceleration -- Rotational Forces -- The Physics Class -- Hands-on Example: Linear Motion and Angular Motion Using Forces -- Creating a Four-Sided Textured Cube -- Modifying the Object3d Class -- Modifying the MyGLRenderer Class -- Overview of Collisions -- Collision Detection -- Modifying the MeshEx Class -- Modifying the Object3d Class -- Types of Collisions -- Modifying the Physics Class -- Calculating Collisions -- Modifying the Physics Class -- Hands-on Example: Collisions -- Modifying the MyGLRenderer Class -- Newton's Law of Gravity -- Drone Grid Case Study: Creating a Gravity Grid Using a Vertex Shader -- Modifying the Physics Class -- Modifying the MeshEx Class -- The GravityGridEx Class -- Creating the New Vertex Shader -- Main() Function of Shader.
Modifying the MyGLRenderer Class -- Summary -- Chapter 6: Game Environment -- Overview of Sounds on Android -- The Sound Class -- Modifying the Object3d Class -- Hands-on Example: Sounds -- Modifying the MyGLRenderer Class -- Overview of a Heads-Up Display -- Overview of Our HUD -- Creating the BillBoard Class -- Creating the BillBoardFont Class -- Modifying the Texture Class -- Creating the BillBoardCharacterSet Class -- Creating the HUDItem Class -- Creating the HUD Class -- Modifying the Object3d Class -- Drone Grid Case Study: Creating the HUD -- Modifying the MyGLRenderer Class -- Overview of Persistent Data -- Modifying the Orientation Class -- Modifying the Physics Class -- Modifying the Object3d Class -- Hands-on Example: Saving Persistent Data -- Modifying the MyGLRenderer Class -- Modifying the MyGLSurfaceView Class -- Modifying the MainActivity Class -- Summary -- Chapter 7: Drone Grid Case Study: Creating the Player -- Creating the Player Graphic -- Creating the Mesh Class -- Modifying the Object3d Class -- Modifying Other Classes That Use the Object3d Class -- Creating the Pyramid Class -- Creating the PowerPyramid Class -- Creating the Player's Viewpoint and Input -- Modifying the MyGLRenderer Class -- Modifying the MyGLSurfaceView Class -- Creating Player Weapons and Ammunition -- Creating the Explosions -- Creating the PolyParticleEx Class -- Creating the SphericalPolygonExplosion Class -- Modifying the Object3d Class -- Creating Game Object Statistics -- Creating the Stats Class -- Modifying the Object3d Class -- Hands-on Example: Target Shooting! -- Creating the Player -- Creating the Player's Weapon -- Processing Collisions -- Modifying the onDrawFrame() Function -- Summary -- Chapter 8: Drone Grid Case Study: Creating the Enemies -- Creating Arena Objects -- Overview of Artificial Intelligence -- Creating the Tank Enemy.
Creating the Tank Graphic -- Creating the Tank State -- Creating Vehicle Commands -- Creating the Tank State to Process Commands -- Creating the Vehicle Steering Class -- Creating the Tank's Patrol/Attack State -- Creating the Tank Finite State Machine -- Creating the Driver for the Tank -- Modifying the Physics Class -- Modifying the Object3d Class -- Creating the Tank Class -- Hands-on Example: Arena Objects and Tanks -- Modifying the MyGLRenderer Class -- Summary -- Chapter 9: Drone Grid Case Study: The User Interface -- Creating the Main Menu System -- The MenuItem Class -- The MainMenu Class -- Creating the High Score Table -- The HighScoreEntry Class -- The HighScoreTable Class -- Creating the High Score Entry System -- Hands-on Example: Demonstrating the User Interface -- Modifying the MyGLRenderer Class -- Summary -- Chapter 10: The Final Drone Grid Game -- Organizing and Controlling Groups of Enemies -- The ArenaObjectSet Class -- The TankFleet Class -- The GamePlayController Class -- Saving and Loading the Game State -- Modifying the MainActivity Class -- Modifying the MyGLRenderer Class -- Adding in the Game Over Game State -- Hands-on Example: The Drone Grid Game -- Modifying the MyGLRenderer Class -- Summary -- Chapter 11: The Android Native Development Kit (NDK) -- NDK Overview -- NDK System Requirements -- Android Platform Compatibility -- Installing the Android NDK -- Ways to Use the Android NDK -- Java Native Interface Overview -- The Java Interface Pointer -- Loading and Linking Native C/C++ Methods -- Naming Native Functions -- Native Function Parameters -- C vs. C++ Native Function Formats -- Native Types -- Reference Types -- JNI Signature Types -- Calling Native Code from Java and Accessing Java Methods from Native Code -- JNI Functions -- Android JNI Makefile -- Hands-on Example: "Hello World from JNI and Native Code ".
Modifying the MyGLRenderer Class.
Record Nr. UNINA-9910300465803321
Chin Robert  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Android Games [[electronic resource] /] / by Mario Zechner, J. F. DiMarzio, Robert Green
Beginning Android Games [[electronic resource] /] / by Mario Zechner, J. F. DiMarzio, Robert Green
Autore Zechner Mario
Edizione [3rd ed. 2016.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016
Descrizione fisica 1 online resource (XXVI, 605 p. 188 illus.)
Disciplina 794.8
Soggetto topico Computer games—Programming
Computer programming
Game Development
Programming Techniques
ISBN 1-4842-0472-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1. AN ANDROID IN EVERY HOME -- 2. FIRST STEPS WITH THE ANDROID SDK -- 3. GAME DEVELOPMENT 101 -- 4. ANDROID FOR GAME DEVELOPERS -- 5. AN ANDROID GAME DEVELOPMENT FRAMEWORK -- 6. MR. NOM INVADES ANDROID -- 7. OPENGL ES: A GENTLE INTRODUCTION -- 8. 2D GAME PROGRAMMING TRICKS -- 9. SUPER JUMPER: A 2D OPENGL ES GAME -- 10. OPENGL ES: GOING 3D -- 11. 3D PROGRAMMING TRICKS -- 12. ANDROID INVADERS: THE GRANDE FINALE -- 13. GOING NATIVE WITH THE NDK -- 14. MARKETING AND MONETIZING -- 15. PUBLISHING YOUR GAME.
Record Nr. UNINA-9910154845003321
Zechner Mario  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning game AI with unity : programming artificial intelligence with C# / / Sebastiano M. Cossu
Beginning game AI with unity : programming artificial intelligence with C# / / Sebastiano M. Cossu
Autore Cossu Sebastiano M.
Edizione [1st ed. 2021.]
Pubbl/distr/stampa Berkeley, California : , : APress, , [2021]
Descrizione fisica 1 online resource (XIV, 143 p. 75 illus.)
Disciplina 794.815
Soggetto topico Game Development
Artificial intelligence
ISBN 1-4842-6355-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Introduction -- Chapter 2: The Basics -- Chapter 3: Paths and Waypoints -- Chapter 4: Navigation -- Chapter 5: Behaviors.
Record Nr. UNINA-9910484840903321
Cossu Sebastiano M.  
Berkeley, California : , : APress, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Game Development with Amazon Lumberyard [[electronic resource] ] : Create 3D Games Using Amazon Lumberyard and Lua / / by Jaken Chandler Herman
Beginning Game Development with Amazon Lumberyard [[electronic resource] ] : Create 3D Games Using Amazon Lumberyard and Lua / / by Jaken Chandler Herman
Autore Herman Jaken Chandler
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Descrizione fisica 1 online resource (XI, 234 p. 107 illus., 2 illus. in color.)
Disciplina 794.815
Soggetto topico Computer games—Programming
Programming languages (Electronic computers)
Game Development
Programming Languages, Compilers, Interpreters
ISBN 1-4842-5073-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Environment Setup and Introduction to the Engine -- Chapter 2: Learning to Navigate the Engine -- Chapter 3: Creating your first Project -- Chapter 4: Terrain Development -- Chapter 5: Entities and Slices -- Chapter 6: Components -- Chapter 7: Creating the Enemy -- Chapter 8: Scripting and Physics -- Chapter 9: Polishing -- Chapter 10: Setting up a User Interface -- Chapter 11: Exporting the Game.
Record Nr. UNINA-9910349528803321
Herman Jaken Chandler  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning HTML5 Games with CreateJS [[electronic resource] /] / by Brad Manderscheid
Beginning HTML5 Games with CreateJS [[electronic resource] /] / by Brad Manderscheid
Autore Manderscheid Brad
Edizione [1st ed. 2014.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Descrizione fisica 1 online resource (XVIII, 416 p. 142 illus.)
Disciplina 004
Collana Expert's Voice in Web Development
Soggetto topico Computer games—Programming
Software engineering
Game Development
Software Engineering/Programming and Operating Systems
ISBN 1-4302-6341-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910300463103321
Manderscheid Brad  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning iOS AR Game Development [[electronic resource] ] : Developing Augmented Reality Apps with Unity and C# / / by Allan Fowler
Beginning iOS AR Game Development [[electronic resource] ] : Developing Augmented Reality Apps with Unity and C# / / by Allan Fowler
Autore Fowler Allan
Edizione [1st ed. 2019.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Descrizione fisica 1 online resource (252 pages)
Disciplina 004.167
Soggetto topico Apple computer
Computer games—Programming
Apple and iOS
Game Development
ISBN 1-4842-3618-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Getting Started -- Chapter 2: Getting Started -- Chapter 3: The Unity ARKit -- Chapter 4: Hit Testing & Lighting -- Chapter 5: Making AR Games -- Chapter 6: Introducing Touch -- Chapter 7: Adding Plane Detection & Point Clouds -- Chapter 8: Final Steps.
Record Nr. UNINA-9910338003703321
Fowler Allan  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Java 8 Games Development [[electronic resource] /] / by Wallace Jackson
Beginning Java 8 Games Development [[electronic resource] /] / by Wallace Jackson
Autore Jackson Wallace
Edizione [1st ed. 2014.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Descrizione fisica 1 online resource (475 p.)
Disciplina 004
005.11
005.13
Collana The expert's voice in Java
Soggetto topico Computer games—Programming
Programming languages (Electronic computers)
Computer programming
Game Development
Programming Languages, Compilers, Interpreters
Programming Techniques
ISBN 1-4842-0415-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto ""Contents at a Glance""; ""Contents""; ""About the Author""; ""About the Technical Reviewer""; ""Acknowledgments""; ""Introduction""; ""Chapter 1: Setting Up a Java 8 Game Development Environment""; ""Prepare a Workstation for Java 8 Game Development""; ""Downloading Java JDK 8 and NetBeans 8.0""; ""Installing the Java 8 Software Development Environment""; ""Installing NetBeans IDE 8.0""; ""Installing New Media Content Production Software""; ""Downloading and Installing Inkscape""; ""Downloading and Installing GIMP""; ""Downloading and Installing Audacity""
""Downloading and Installing EditShare Lightworks""""Downloading and Installing Blender""; ""Other Open-Source Software Packages of Interest""; ""Organizing Quick Launch Icons in Your Taskbar Area""; ""Summary""; ""Chapter 2: Setting Up Your Java 8 IDE: An Introduction to NetBeans 8. 0""; ""Primary Attributes of NetBeans 8.0: An Intelligent IDE""; ""NetBeans 8.0 Is Smart: Put Your Code Editing into Hyperdrive""; ""NetBeans 8.0 Is Extensible: Code Editing with Many Languages""; ""NetBeans 8.0 Is Efficient: Organized Project Management Tools""
""NetBeans 8.0 Is User Interface Design Friendly: UI Design Tools""""NetBeans 8.0 Is not Bug Friendly: Squash Bugs with a Debugger""; ""NetBeans 8.0 Is a Speed Freak: Optimize the Code with a Profiler""; ""Creating Your Java 8 Game Project: The InvinciBagel""; ""Compiling Your Java 8 Game Project in NetBeans 8.0""; ""Running Your Java 8 Game Project in NetBeans 8.0""; ""Profiling Your Java 8 Game Project in NetBeans 8.0""; ""Profiling Your Java 8 Game Application CPU Usage""; ""Unblocking the Java 8 Platform Binary via the Windows Firewall""
""Analyzing the NetBeans IDE 8.0 Game Project CPU Profiling Tool Results""""Profiling Your Java 8 Game Application Memory Usage""; ""Summary""; ""Chapter 3: A Java 8 Primer: An Introduction to Java 8 Concepts and Principles""; ""The Syntax of Java: Comments and Code Delimiters""; ""Java APIs: Using Packages to Organize by Function""; ""Java Classes: Logical Java Constructs to Build On""; ""Nested Classes: Java Classes Living Inside Other Classes""; ""Inner Classes: Different Types of Nonstatic Nested Classes""; ""Java Methods: Core Java Function Code Constructs""
""Creating a Java Object: Invoking a Class�s Constructor Method""""Creating a Constructor Method: Coding an Object�s Structure""; ""Java Variables and Constants: Values in Data Fields""; ""Fixing Data Values in Memory: Defining a Data Constant in Java""; ""Java Modifier Keywords: Access Control and More""; ""Access Control Modifiers: Public, Protected, Private, Package Private""; ""Java�s Public Modifier: Allowing Access by the Public to Java Program Constructs""; ""Java�s Protected Modifier: Variables and Methods Allow Access by Subclass""
""Java�s Private Modifier: Variables, Methods, and Classes Get Local Access Only""
Record Nr. UNINA-9910300462603321
Jackson Wallace  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Java Game Development with LibGDX [[electronic resource] /] / by LEE STEMKOSKI
Beginning Java Game Development with LibGDX [[electronic resource] /] / by LEE STEMKOSKI
Autore STEMKOSKI LEE
Edizione [1st ed. 2015.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015
Descrizione fisica 1 online resource (284 p.)
Disciplina 004
Collana Expert's Voice in Java
Soggetto topico Computer games—Programming
Computer science
Game Development
Computer Science, general
ISBN 1-4842-1500-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 1. Getting Started with Java and LibGDX -- 2. Using the LibGDX Framework -- 3. Extending the LibGDX Framework -- 4. Audio and Resource Management -- 5. Advanced UI Design -- 6. Alternative Forms of Input -- 7. Integrating Third-Party Software -- 8. Introduction to 3D Programming -- 9. Taking Your Games Further -- Appendix A: Summary of Java Concepts Needed for This Book.
Record Nr. UNINA-9910300650703321
STEMKOSKI LEE  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui