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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016 | ||
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Lo trovi qui: Univ. Federico II | ||
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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.
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Berkeley, California : , : APress, , [2021] | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014 | ||
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Lo trovi qui: Univ. Federico II | ||
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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
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015 | ||
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Lo trovi qui: Univ. Federico II | ||
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