000 | 02175cam a22004097i 4500 | ||
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001 | 18024762 | ||
005 | 20250110075838.0 | ||
008 | 140130s2015 maua b 001 0 eng d | ||
010 | _a 2014932082 | ||
020 |
_a9781305110380 _q(pbk.) |
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020 |
_a1305110382 _q(pbk.) |
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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 |
_aQA 76.76.C672 _bY36 2015 |
082 | 0 | 4 |
_a794.8/1526 _223 |
100 | 1 | _aYamamoto, Jazon | |
245 | 1 | 4 |
_aThe Black art of multiplatform game programming / _cJazon Yamamoto |
246 | 3 | 0 | _aMultiplatform game programming |
264 | 1 |
_aBoston, MA : _bCengage Learning PTR, _c2015 |
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300 |
_axxii, 338 pages : _billustrations ; _c23 cm |
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336 |
_atext _btxt _2rdacontent |
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337 |
_aunmediated _bn _2rdamedia |
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338 |
_avolume _bnc _2rdacarrier |
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500 | _aSubtitle from cover. | ||
500 | _a"Includes video tutorials for each chapter!"--Cover. | ||
504 | _aIncludes bibliographical references (pages 317-320) 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 graphics _2Computer graphics |
|
650 | 0 |
_aComputer Games _2Computer Games _xProgramming |
|
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 _cBK |
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999 |
_c15876 _d15876 |