Frahaan Hussain doc Learn OpenGL: Beginner's guide to 3D rendering and game development with OpenGL and C++

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Learn OpenGL: Beginner's guide to 3D rendering and game development with OpenGL and C++

DOC - ihtiyaçlarına göre Learn OpenGL: Beginner's guide to 3D rendering and game development with OpenGL and C++ kitap hazırlamak isteyen Frahaan Hussain yazarlar için. İhtiyaç duydukları formata dönüştürün veya Learn OpenGL: Beginner's guide to 3D rendering and game development with OpenGL and C++ kitabını bir matbaada yazdırın, ancak önce kağıt maliyetlerini en aza indirmek için yazı tipini azaltın.
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En zor seçenek, Learn OpenGL: Beginner's guide to 3D rendering and game development with OpenGL and C++ kitabınızın resimlerle dolu olması ve bu olmadan metnin tüm anlamını yitirmesidir. Görüntülü elektronik kitapların hemen hemen tüm biçimleri insanlık dışı muamele görür, onları artık bir şeyi ayırt etmenin mümkün olmadığı boyutlara indirir, dönüştürücü gerekli gördüğünde metindeki yerlerini değiştirir, vb. Resimler içeren bir e-kitabı Learn OpenGL: Beginner's guide to 3D rendering and game development with OpenGL and C++ yayınlamanın tek yolu (ve hem illüstrasyonlar hem de resimler, çizimler, grafikler vb. olabilir) onu PDF'ye dönüştürmektir. Ama ... Bu formatın dezavantajları yukarıda zaten belirtilmiştir.
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Alternatif olarak, her biri kendi ekran boyutuna göre düzenlenmiş birkaç PDF dosyası hazırlayabilirsiniz. Bu arada, 9 inç e-okuyucular, A4 formatında düzenlenmiş PDF'yi mükemmel bir şekilde görüntüler.

İşte harika bir örnek: Learn OpenGL: Beginner's guide to 3D rendering and game development with OpenGL and C++ - Frahaan Hussain

A4 formatı ve A6 formatı için PDF.
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DOC ve RTF - İki tür dosya da bilgisayarlardan e-okuyuculara taşındı. Hemen hemen tüm cihazlar bunları destekler, ancak pratikte bu biçimlerde Learn OpenGL: Beginner's guide to 3D rendering and game development with OpenGL and C++ kitap okumak oldukça zordur. DOC ve RTF, metni bir okuyucunun küçük ekranından ziyade bir monitörde görüntülemek üzere tasarlandığından, içindeki biçimlendirme bazen garip ve okunamaz. İki kısa kelime tüm satıra yayılabilir, paragraflar uçup gidebilir, metni büyük bir sayfaya boşaltabilir. Genel olarak, onlarla uğraşmamalısınız. Ve bir şekilde bu biçimlerden birinde bir Learn OpenGL: Beginner's guide to 3D rendering and game development with OpenGL and C++ kitabınız varsa - onu daha okunabilir bir şeye dönüştürün. İnternette FB2 veya EPUB'a çeviren çok sayıda ücretsiz dönüştürücü var.


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Philip M. Parker Ph.D 13 Şubat 2020 Maya Violet 5 Ocak 2017 15,2 x 0,6 x 22,9 cm Vismont Studios 21 Ocak 2019 1 x 15 x 21 cm Kolektif Prof Philip M. Parker Ph.D. 20 Kasım 2020 21,6 x 1,9 x 27,9 cm 3 Ocak 2017 21,6 x 2 x 27,9 cm Lina Scatia 21,6 x 1,7 x 27,9 cm 18 Kasım 2020 15 x 0,4 x 22 cm
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yazar Learn OpenGL: Beginner's guide to 3D rendering and game development with OpenGL and C++ Frahaan Hussain

A step-by-step instructional guide to understanding the fundamentals of game development with OpenGL. Right from the setup to the important features, we'll get a better understanding of games and the engines behind them. Key Features Learn the basics of drawing along with fundamentals of shading to create amazing objects. Get in-depth knowledge of lighting and materials to make realistic objects. Understand the fundamentals of model loading and cube mapping. Book Description Learn OpenGL is your one-stop reference guide to get started with OpenGL and C++ for game development. From setting up the development environment to getting started with basics of drawing and shaders, along with concepts such as lighting, model loading, and cube mapping, this book will get you up to speed with the fundamentals. You begin by setting up your development environment to use OpenGL on Windows and macOS. With GLFW and GLEW set up using absolute and relative linking done, you are ready to setup SDL and SFML for both the operating systems. Now that your development environment is set up, you'll learn to draw using simple shaders as well as make the shader more adaptable and reusable. Then we move on to more advanced topics like texturing your objects with images and transforming your objects using translate, rotate and scale. With these concepts covered, we'll move on to topics like lighting to enable you to incorporate amazing dynamic lights in your game world. By the end of the book, you'll learn about model loading, right from setting up ASSIMP to learning about the model class and loading a model in your game environment. We will conclude by understanding cube mapping to bring advance worlds to your game. What you will learn Set up GLFW and GLEW on Windows and macOS with absolute, relative Linking Set up SDL and SFML on your system using absolute and relative Linking Draw using the simple shaders Create a camera and learn to populate your game world with objects Learn about color and lighting concepts to create an amazing game world Understand model loading and cube mapping to advance your game Who this book is for This book is targeted towards anyone and everyone who is interested in creating games, learning how game engines work and most importantly for anyone who is interested in learning OpenGL. The ideal reader for this book would be anyone with a passion for learning game development or looking out for an OpenGL reference guide. The skills that you'll learn in this book will be applicable to all your game development needs. You'll require a strong foundation in C++ to understand and apply the concepts of this book. Table of Contents Setting Up OpenGL Drawing Shapes and Applying Textures Transformations, Projections, and Camera Effects of lighting , Materials and Lightmaps Types of light sources and combining of lights Implementing a Skybox Using a Cubemap Model Loading

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