â„šī¸ Informasi Berkas Arsip: Metadata koleksi ini tersedia di database, namun berkas fisik --jamesmvanv-1336-1-2008ess-).pdf belum disalin ke direktori penyimpanan server (./files/disk1/ atau ./files/uploads/). Anda tetap dapat membaca/mencetak lembar katalog ini atau mengunggah berkas PDF melalui menu Edit Koleksi.

Essential Mathematics for Games and Interactive Applications

Penulis: James M. Van Verth, Lars M. Bishop • Identifier: --jamesmvanv-1336
An interactive 3D application such as a game requires quite a large amount of code to do all of the many things asked of it. This includes representing the virtual world, animating parts of it, drawing that virtual world, and dealing with user interaction in a game-relevant manner. The bulk of the code required to implement these features is generally known as a game engine. Game engines have evolved from small, simple, lowlevel rendering systems in the early 1990s to massive and complex software systems in modern games, capable of rendering detailed and expansive worlds, animating realistic characters, and simulating complex physics. At their core, these game engines are really implementations of the concepts discussed throughout this book.
← Kembali ke Detail Koleksi