Résumé
Lin's primary goal is to provide a solid understanding of the concepts involved in interactive 3D graphics programming in order to enable the reader to write 3D programs, libraries, and games, and to analyze and understand others' 3D code. By focusing on more than just hard-core 3D algorithms, and by providing detailed information on equally important issues such as 3D modeling, world editing, digital sound, and collision detection, Lin gives the reader sufficient information to program and populate complete 3D worlds under Linux.
Lin's careful balance between theory and practice provides both working code examples and a firm theoretical foundation, thereby empowering the reader to become a member of the professional 3D programming community.
Table of Contents
- Acknowledgments
- Preface
- Introduction
- Chapter 1: Basic Linux 3D Graphics Concepts
- Chapter 2: Rendering and Animation Techniques for 3D Polygons
- Chapter 3: 3D Modeling with Blender
- Chapter 4: Visible Surface Determination I: General Techniques
- Chapter 5: Visible Surface Determination II: Space-partitioning Techniques
- Chapter 6: Blender and World Editing
- Chapter 7: Additional Graphics Techniques
- Chapter 8: Non-Graphical Techniques for Games and Interactive Environments
- Chapter 9: What Lies Ahead?
- Appendix
- Index
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Wordware Publishing, Inc |
Auteur(s) | N.Lin |
Parution | 01/07/2001 |
Nb. de pages | 622 |
Format | 19 x 23,4 |
Couverture | Broché |
Poids | 1246g |
Intérieur | Noir et Blanc |
EAN13 | 0050826059959 |
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