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空空如也

OpenGL(R) SuperBible: Comprehensive Tutorial and Reference (4th Edition)

Product Description OpenGL ® SuperBible, Fourth Edition, begins by illuminating the core techniques of “classic” OpenGL graphics programming, from drawing in space to geometric transformations, from lighting to texture mapping. The authors cover newer OpenGL capabilities, including OpenGL 2.1’s powerful programmable pipeline, vertex and fragment shaders, and advanced buffers. They also present thorough, up-to-date introductions to OpenGL implementations on multiple platforms, including Windows, Mac OS X, GNU/Linux, UNIX, and embedded systems. Coverage includes · An entirely new chapter on OpenGL ES programming for handhelds · Completely rewritten chapters on OpenGL for Mac OS X and GNU/Linux · Up-to-the-minute coverage of OpenGL on Windows Vista · New material on floating-point color buffers and off-screen rendering · In-depth introductions to 3D modeling and object composition · Expert techniques for utilizing OpenGL’s programmable shading language · Thorough coverage of curves, surfaces, interactive graphics, textures, shadows, and much more · A fully updated API reference, and an all-new section of full-color images You’ll rely on this book constantly–whether you’re learning OpenGL for the first time, deepening your graphics programming expertise, upgrading from older versions of OpenGL, or porting applications from other environments. Now part of the OpenGL Technical Library–The official knowledge resource for OpenGL developers The OpenGL Technical Library provides tutorial and reference books for OpenGL. The Library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential. Originally developed by SGI, the Library continues to evolve under the auspices of the OpenGL Architecture Review Board (ARB) Steering Group (now part of the Khronos Group), an industry consortium responsible for guiding the evolution of OpenGL and related technologies.

2011-11-17

iPhone 3D Programming Developing Graphical Applications with OpenGL ES.pdf

iPhone 3D Programming Developing Graphical Applications with OpenGL ES.pdf

2011-11-16

OpenGL Programming Guide The Official Guide to Learning OpenGL

OpenGL Programming Guide The Official Guide to Learning OpenGL Versions 3.0 and 3.1 (7th Edition)

2011-11-16

OpenGL Shading Language.chm

OpenGL Shading Language.chm The OpenGL Shading Language, a high-level procedural shading language for OpenGL, is the most important new development in graphics programming to emerge in years. OpenGL is the leading cross-platform 3D-graphics API, and the OpenGL Shading Language allows developers to take total control over the most important stages of the graphics-processing pipeline. OpenGL Shading Language is the experienced application programmer’s guide to writing shaders. Part reference, part tutorial, this book thoroughly explains the shift from fixed-functionality graphics hardware to the new era of programmable graphics hardware and the additions to the OpenGL API that support this programmability. With OpenGL and shaders written in the OpenGL Shading Language, applications can perform better, achieving stunning graphics effects by utilizing the capabilities of both the visual processing unit and the central processing unit. In this book, you will find a detailed introduction to the OpenGL Shading Language and the new OpenGL function calls that support it. The text begins by describing the syntax and semantics of this high-level programming language. Once this foundation has been established, the book explores the creation and manipulation of shaders using new OpenGL function calls. OpenGL Shading Language features extensive examples of shaders and their underlying algorithms, including Procedural texturing Noise Particle systems Hatching Analytic antialiasing Image processing The color plate section illustrates the power and sophistication of the OpenGL Shading Language. The API Function Reference at the end of the book is an excellent quick reference to the API entry points that support the OpenGL Shading Language. An enhanced online index allows readers to quickly and easily search the entire text for specific topics.

2011-11-16

OpenGL Programming on Mac OS X

OpenGL Programming on Mac OS X Product Description The Mac has fully embraced OpenGL throughout its visual systems. In fact, Apple’s highly efficient, modern OpenGL implementation makes Mac OS X one of today’s best platforms for OpenGL development. OpenGL® Programming on Mac OS® X is the first comprehensive resource for every graphics programmer who wants to create, port, or optimize OpenGL applications for this high-volume platform. Leading OpenGL experts Robert Kuehne and J.D. Sullivan thoroughly explain the Mac’s diverse OpenGL APIs, both old and new. They illuminate crucial OpenGL setup, configuration, and performance issues that are unique to the Mac platform. Next, they offer practical, start-to-finish guidance for integrating key Mac-native APIs with OpenGL, and leveraging the full power of the Mac platform in your graphics applications. Coverage includes A thorough review of Mac hardware and software architectures and their performance implications In-depth, expert guidance for accessing OpenGL from each of the Mac’s core APIs: CGL, AGL, and Cocoa Interoperating with other Mac APIs: incorporating video with QuickTime, performing image effects with Core Image, and processing CoreVideo data Analyzing Mac OpenGL application performance, resolving bottlenecks, and leveraging optimizations only available on the Mac Detecting, integrating, and using OpenGL extensions An accompanying Web site (www.macopenglbook.com) contains the book’s example code, plus additional OpenGL-related resources. OpenGL® Programming on Mac OS® X will be valuable to Mac programmers seeking to leverage OpenGL’s power, OpenGL developers porting their applications to the Mac platform, and cross-platform graphics developers who want to take advantage of the Mac platform’s uniquely intuitive style and efficiency.

2011-11-16

A First Book of C++, 4th Edition

A First Book of C++, 4th Edition A First Book of C++ 4th Edition Gary Bronson’s A FIRST BOOK OF C++, Fourth Edition, takes a hands-on, applied approach to the first programming language course for students studying computer science. The book begins with procedural programming in C, and then gradually introduces object-oriented programming features and the C++ language syntax that enables first-time programmers to use them.Kindle textbooks are functionally equivalent to the print textbook. In some cases, individual items such as ancillary images or multimedia have been removed for digital delivery due to rights restrictions. 800 pages Publisher: Course Technology; 4 edition (February 11, 2011) Language: English ISBN-10: 1111531005 ISBN-13: 978-1111531003

2011-11-16

C++ by example

C++ by example Introduction Every day, more and more people learn and use the C++ program- ming language. I have taught C to thousands of students in my life. I see many of those students now moving to C++ in their school work or career. The C++ language is becoming an industry-accepted standard programming language, using the solid foundation of C to gain a foothold. C++ is simply a better C than C. C++ By Example is one of several books in Que’s new line of By Example series. The philosophy of these books is simple: The best way to teach computer programming concepts is with multiple examples. Command descriptions, format syntax, and language references are not enough to teach a newcomer a programming language. Only by looking at numerous examples and by running sample programs can programming students get more than just a “feel” for the language. Who Should Use This Book This book teaches at three levels: beginning, intermediate, and advanced. Text and numerous examples are aimed at each level. If you are new to C++, and even if you are new to computers, this book attempts to put you at ease and gradually build your C++ program- ming skills. If you are an expert at C++, this book provides a few extras for you along the way. The Book’s Philosophy This book focuses on programming correctly in C++ by teaching structured programming techniques and proper program design. Emphasis is always placed on a program’s readability rather than “tricks of the trade” code examples. In this changing world, pro- grams should be clear, properly structured, and well-documented, and this book does not waver from the importance of this philos- ophy. This book teaches you C++ using a holistic approach. In addi- tion to learning the mechanics of the language, you learn tips and warnings, how to use C++ for different types of applications, and a little of the history and interesting asides about the computing industry. Many other books build single applications, adding to them a little at a time with each chapter. The chapters of this book are stand- alone chapters, and show you complete programs that fully demon- strate the commands discussed in the chapter. There is a program for every level of reader, from beginning to advanced. This book contains almost 200 sample program listings. These programs show ways that you can use C++ for personal finance, school and business record keeping, math and science, and general- purpose applications that almost everybody with a computer can use. This wide variety of programs show you that C++ is a very powerful language that is easy to learn and use. Appendix F, “The Mailing List Application,” is a complete application—much longer than any of the other programs in the book—that brings together your entire working knowledge of C++. The application is a computerized mailing-list manager. Through- out the chapters that come before the program, you learn how each command in the program works. You can modify the program to better suit your own needs. (The comments in the program suggest changes you can make.)

2011-11-16

C++ Programming: Program Design Including Data Structures (Fifth Edition)

C++ Programming: Program Design Including Data Structures (Fifth Edition) C++ PROGRAMMING: PROGRAM DESIGN INCLUDING DATA STRUCTURES remains the definitive text for the CS1/CS1 course sequence. In this new fifth edition, D.S. Malik continues to employ his student-focused, example-based methodology to teach C++ Programming to introductory computing students. Changes to this edition include new debugging sections in each chapter and a multitude of new and updated exercises. All syntax is explained thoroughly and reinforced through extensive examples and diagrams, and each chapter is full of helpful self-study tools such as complete programming examples. C++ PROGRAMMING: PROGRAM DESIGN INCLUDING DATA STRUCTURES will motivate to students to understand the “why?” behind key C++ concepts.

2011-11-16

iPhone开发秘籍

iPhone开发秘籍 本书提供了关于iPhone SDK和iPhone开发的全面信息,覆盖面广、结构清晰。书中深入浅出地介绍iPhone SDK中的各种组件,同时详细和通俗地讲解了iPhone开发的基本流程、基本原理和基本原则,还结合实例讲述了如何使用各种iPhone特性,包括视 图、视图控制器、警告、表格、媒体、控件、人物、位置和事件等。 本书适合各层次的iPhone开发人员学习和参考。书中的示例具有很强的通用性,特别适合作为参考指南。

2011-11-16

Sams Teach Yourself iPhone Application Development in 24 Hours (2nd Edition)

Sams Teach Yourself iPhone Application Development in 24 Hours (2nd Edition)

2011-11-16

Visual C++网络高级编程

Visual C++网络高级编程 介绍windows socket原理、MFC socket实现、以及各种协议的实现。并且有很多例子,例如网络蚂蚁、在线聊天室等。

2011-11-16

android 3d游戏开发技术详解与典型案例 第11-22章代码

android 3d游戏开发技术详解与典型案例 第11-22章代码

2011-11-15

android 3d游戏开发技术详解与典型案例 第1-10章代码

android 3d游戏开发技术详解与典型案例 第1-10章代码

2011-11-15

iOS Programming: The Big Nerd Ranch Guide (2nd Edition)

iOS Programming: The Big Nerd Ranch Guide (2nd Edition) Product Description In this book, the world’s leading Apple platform development trainers offer a complete, practical, hands-on introduction to iPhone and iPad programming. The authors walk through all the Apple tools and technologies needed to build successful iPhone/iPad/iPod touch apps, including the iOS 4.3 SDK, the Objective-C language, Xcode 4, Foundation framework, and the classes that make up the iOS UI framework. The many topics covered in this book include: Easily setting up elegant, efficient user interfaces with UIKit Creating effective visuals, animation, and effects with Core Graphics and Core Animation Making the most of the iOS multi-touch event handling and celerometer data Building location-aware iOS applications utilizing Core Location and MapKit Localizing applications for international use Creating applications that capture audio and play media Storing data in files or with Core Data New chapters added to this edition include: iPad-friendly interfaces, including UIPopoverController and UISplitViewController Blocks and Categories Instruments and Xcode’s static analyzer UIWebView and connecting with web servers Push Notifications iOS Programming also includes a handy Xcode Quick Reference Card that lists Xcode 4′s most commonly used keyboard shortcuts.

2011-11-15

Developing C# Apps for iPhone and iPad

Developing C# Apps for iPhone and iPad using MonoTouch: iOS Apps Development for .NET Developers

2011-11-15

From Idea to App: Creating iOS UI, animations, and gestures

From Idea to App: Creating iOS UI, animations, and gestures Whether you’re a designer or a developer, this book will help you: Create basic user interface elements Understand navigation metaphors and practices Design for multiple devices Customize system UI elements Incorporate system-provided and custom animations Use touch- and motion-based gestures Create UIViews and UIViewControllers using Core Graphics Avoid rejection by the iTunes App Store

2011-11-15

Windows Phone 7 for iPhone Developers

Windows Phone 7 for iPhone Developers Bring Your iPhone Apps and Skills to Windows Phone 7–or Build Apps for Both Mobile Platforms at Once If you’ve been developing for the competitive iPhone marketplace, this book will help you leverage your iOS skills on a fast-growing new platform: Windows Phone 7 (WP7). If you’re a .NET programmer, it will help you build advanced WP7 mobile solutions that reflect valuable lessons learned by iOS developers. If you’re a mobile development manager, it offers indispensable insights for planning cross-platform projects.

2011-11-15

Basic Sensors in iOS

Basic Sensors in iOS Over the last few years the new generation of smart phones, such as Apple’s iPhone, has finally started to live up to their name and have become the primary interface device for geographically tagged data. However not only do these devices know where they are, they can tell you how they’re being held, they are sufficiently powerful to overlay data layers on the camera view, and record and interpret audio data, and they can do all this in real time. These are not just smart phones, these are computers that just happen to be able to make phone calls. This book should provide a solid introduction to using the hardware features in the iPhone, iPod touch, and iPad.

2011-11-15

Xcode 4 iOS Development Beginner’s Guide

Xcode 4 iOS Development Beginner’s Guide The iPhone is one of the hottest mobile devices on the planet. Whether you are just starting out with iOS Development or already have some knowledge in this area, you will benefit from what this book covers. Using this book’s straightforward, step-by-step approach, you will go from Xcode 4 apprentice to Xcode 4 Jedi master in no time. Xcode 4 iOS Development Beginner’s Guide will help you learn to build simple, yet powerful applications for the iPhone from the ground up. You will master the Xcode 4 tools and skills needed to create applications that are simple yet, like Yoda, punch far above their weight. You will start by learning about the Xcode 4 Development Tools, Xcode IDE, iOS Simulator, Objective-C 2, and Organizer. Then you will jump straight in and create applications using Xcode and Interface Builder. You finish up by learning how to build, package, and distribute your application to the Apple App Store. This book will teach you how to go about building simple applications from scratch, you will master how to download and install the Xcode 4 Development Tools, get to know the development environment and how to build great user interfaces (using Interface Builder), learn about the different iOS frameworks, learn how to implement video and audio playback, learn how to sense motion using the Accelerometer and Gyroscope, and how to improve the reliability and performance of your applications.

2011-11-15

OpenGL ES 2.0 Programming Guide

OpenGL ES 2.0 Programming Guide, 英文文档。

2011-11-14

OpenGL ES 2.0 编程指南 中文版

OpenGL ES 2.0 编程指南; 3D建模语言。

2011-11-14

Blender从入门到精通-0.1_5

Blender从入门到精通 入门级的资料吧!中文版

2011-11-14

OGRE 3D 1.7 Beginner’s Guide

OGRE 3D 1.7 Beginner’s Guide

2011-11-14

Pro OGRE 3D Programming

Pro OGRE 3D Programming 很难得的资料!

2011-11-14

iPhone 3D Game Programming All In One

iPhone 3D Game Programming All In One

2011-11-14

Learning Cocos2D

Learning Cocos2D A Hands-On Guide to Building iOS Games with Cocos2D, Box2D, and Chipmunk

2011-11-14

iPhone4与iPod开发基础

iPhone4与iPod开发基础 iPhone4与iPod开发基础

2011-11-14

Developing iOS Applications with Flex 4.5

Developing iOS Applications with Flex 4.5

2011-11-14

Beginning iOS Apps

Beginning iOS Apps with Facebook and Twitter APIs for iPhone, iPad, and iPod touch

2011-11-14

提高C++性能的编程技术

很多程序员和软件设计师都认为追求高效的C++是一种很愚蠢的做法。他们认为C++天生就慢,对性能要求很高的应用程序不适合。因此,有一些领域是C++几乎无法成功进入的,如网络、操作系统内核、设备驱动程序等。 本书反驳了这种观点。在使商业应用程序获取最大性能方面,本书的两位作者拥有第一手资料。本书说明了使用C++开发高效程序的潜力,提示了实践中一些平常 的面向对象的设计原则以及获得大幅度性能提高的C++编程技术。本书还指出了在设计和编码中产生隐含操作代价的一些常见错误。 本书关注强大和灵活性与良好性能和可伸缩性的结合,从而使两方面均达到最佳。具体主题包括临时对象、内存管理、模板、继承、虚函数、内联、引用计数、STL等。 通过本书,您将能够精通最佳性能技术的主要内容。

2011-11-13

Android 3.0 Animations Beginner’s Guide

Android 3.0 Animations Beginner’s Guide Android 3.0 中动画的操作

2011-11-25

Beginning Oracle SQL

Beginning Oracle SQL is your introduction to the interactive query tools and specific dialect of SQL used with Oracle Database. The book is a revision of the classic Mastering Oracle SQL and SQL*Plus by Lex de Haan, and has been updated to cover the very latest developments in Oracle’s version of the SQL query language. Written in an easygoing and example-based style, Beginning Oracle SQL is the book that will get you started down the path to successfully writing SQL statements and getting results from Oracle Database. Takes an example-based approach, with clear and authoritative explanations Introduces both SQL and the query tools used to execute SQL statements Shows how to create tables, populate them with data, and then query that data to generate business results What you’ll learn Create database tables and define their relationships Add data to your tables; change and delete that data Write database queries that generate accurate results Avoid common traps and pitfalls in writing SQL queries Take advantage of advanced Oracle SQL features such as support for hierarchical queries, analytic and window functions, flashback to a given point in time, and more Get a handle on Oracle Database’s support for object types in the database Who is this book for? This book is aimed at developers and database administrators who must write SQL statements to execute against an Oracle database. No prior knowledge of SQL is assumed.

2011-11-18

Pro ODP.NET for Oracle Database 11g

This book is a comprehensive and easy-to-understand guide for using the Oracle Data Provider (ODP) version 11g on the .NET Framework. It also outlines the core GoF (Gang of Four) design patterns and coding techniques employed to build and deploy high-impact mission-critical applications using advanced Oracle database features through the ODP.NET provider. The book details the features of the ODP.NET provider in two main sections: “Basic,” covering the basics and mechanisms for data access via ODP.NET; and “Advanced,’ covering advanced Oracle features such as globalization, savepoints, distributed transactions and how to call them via ODP.NET, advanced queueing (AQ), and promotable transactions. It takes you from the ground up through different implementation scenarios via a rich collection of both VB.NET and C# code samples. It outlines database security and performance optimization tricks and techniques on ODP.NET that conform to best practices and adaptable design. Different GoF design patterns are highlighted for different types of ODP.NET usage scenarios with consideration of performance and security. It provides a comprehensive guide to the synergistic integration of Oracle and Microsoft technologies such as the upcoming Oracle Developer Tools for Visual Studio (11.1.0.7.10). It also details how programmers can make use of ODT to streamline the creation of robust ODP.NET applications from within the Visual Studio environment. What you’ll learn How to use the full set of features available in ODP.NET 11g (with code samples and diagrams illustrating each feature/concept). New features such as using Oracle Streams AQ, promotable transactions, Oracle database event notifications, and Oracle database control are also covered. The core performance and feature differences between ODP.NET, Microsoft.NET Provider for Oracle, OLEDB.NET, and ODBC.NET, together with the strengths and weaknesses of each method. This section also provides comprehensive coverage on the differences between ODP.NET 9i, 10g, and 11g. How to take advantage of connection pooling, fetch size controls, ref cursors, bind variables, client result cache and statement caching via ODP.NET to squeeze every ounce of performance from your .NET application. How to secure your ODP.NET applications via authentication and ODP.NET 11g’s new classes to enforce imperative and declarative Oracle security. The common programming pitfalls and design patterns to use/avoid in different ODP.NET usage scenarios How to use a significant set of features of Oracle Developer Tools for Visual Studio (11.1.0.7.10), including new features such as the AQ designers, user/role management, and performance-tuning tools. Who this book is for This book is aimed at .NET developers looking for a comprehensive guide to ODP.NET and its latest features. The book will also appeal to those looking to optimize their OPD.NET applications by applying the best design patterns and other practices.

2011-11-18

oracle_pl_sql_programming_5th_edition

Product Description This book is the definitive reference on PL/SQL, considered throughout the database community to be the best Oracle programming book available. Like its predecessors, this fifth edition of Oracle PL/SQL Programming covers language fundamentals, advanced coding techniques, and best practices for using Oracle’s powerful procedural language. Thoroughly updated for Oracle Database 11g Release 2, this edition reveals new PL/SQL features and provides extensive code samples, ranging from simple examples to complex and complete applications, in the book and on the companion website. This indispensable reference for both novices and experienced Oracle programmers will help you: Get PL/SQL programs up and running quickly, with clear instructions for executing, tracing, testing, debugging, and managing PL/SQL code Optimize PL/SQL performance with the aid of a brand-new chapter in the fifth edition Explore datatypes, conditional and sequential control statements, loops, exception handling, security features, globalization and localization issues, and the PL/SQL architecture Understand and use new Oracle Database 11g features, including the edition-based redefinition capability, the function result cache, the new CONTINUE statement, fine-grained dependency tracking, sequences in PL/SQL expressions, supertype invocation from subtypes, and enhancements to native compilation, triggers, and dynamic SQL Use new Oracle Database 11g tools and techniques such as PL/Scope, the PL/SQL hierarchical profiler, and the SecureFiles technology for large objects Build modular PL/SQL applications using procedures, functions, triggers, and packages

2011-11-18

Oracle备份与恢复培训教程

本书以独特的类比方式开头,对数据库备份与恢复知识进行了简要的介绍,然后分别讲解了用户管理的备份与恢复和RMAN的备份与恢复。各章主题鲜明、注重实用,通过各种应用示例,使读者在理论学习的同时进行实践,为以后在实际的运行环境中工作积累经验和自信。书中提供了许多经典的脚本和运行命令,Oracle DBA可以在这些脚本的基础上编写符合自己实际需求的脚本和命令。尤其是本书对RMAN进行了详细讲解,掌握新的工具对于提高工作效率,更好地保护数据库都具有重大意义。 本书通俗易懂、实用性强,是Oracle DBA学习数据库备份与恢复的参考书。

2011-11-18

Thinking in Java, 4th edition

Thinking in Java, 4th edition 比较经典的一本书,不用太多解释了。

2011-11-18

Thinking in Java, Third Edition(中文版)

Thinking in Java 第三版的中文版,可以对照着原版一起看。

2011-11-18

深入浅出Struts 2

Struts2 是Struts的下一代产品。而最初提案Struts Ti所设想的发展方向,在Struts的现有代码的基础上是很难完成的。在发起提案的时候,Patrick Lightbody把多个不同的Web框架的领导者邀请到了一起,希望大家能够达成共识,协力完成一个通用框架。虽然最终由于各种原因,Patrick Lightbody的愿望未能实现,但是WebWork和Struts Ti却发现了二者在技术与开发人员这两个层面上的共同之处,不久之后,两个项目就在WebWork的技术基础上进行了合并。 Struts2的目标很简单——使Web开发变得更加容易。为了达成这一目标,Struts2中提供了很多新特性,比如智能的默认设置、annotation的使用以及“惯例重于配置”原则的应用,而这一切都大大减少了XML配置。 本书的目的,是为了帮助读者掌握Struts2框架,并能够对组成框架的功能部件和可用的配置项有深刻的理解。我在书中还将介绍一些可以提高生产力的方法——包括默认配置项和应当注意的实现特性,可用的多种配置选项和一些开发技术。本书还会就与第三方软件进行集成的话题展开讨论。

2011-11-17

Learn iPhone and iPad Cocos2D Game Development

Learn iPhone and iPad Cocos2D Game Development provides a rock-solid introduction to the cocos2d iPhone game engine and related tools. It focuses on the process of creating several games made entirely with cocos2d and little to no iPhone SDK and OpenGL code. By creating 2-3 sample games over the course of the book, you’ll learn key concepts of the cocos2d game engine and relevant tools like Zwoptex (TextureAtlas), ParticleDesigner (Particle Effects), and others. The example games are modeled after popular App Store games so that they are relevant, recognizable, and immediately fun and inspiring. The games increase in complexity and highlight common recurring cocos2d beginner questions. As you move along, you’ll learn about possible stumbling blocks and how to navigate them successfully. As you move from beginning to advanced, you’ll encounter general game programming wisdom, tips for performance improvement, as well as pointers to alternative implementations and further reading. It is assumed that the reader has previous programming knowledge but not necessarily with Objective-C. Related topics such as Xcode, Objective-C, the iPhone SDK, and OpenGL are only discussed where absolutely necessary. What you’ll learn Familiarity with the core cocos2d game engine API and the Box2d physics engine Understanding of the process and best practices of game development, in the context of cocos2d and its related tools Enthusiasm and excitement to create your own games paired with a realization that you are able to create games which can compete on the App Store Where to go from here: further information and alternative implementations Who this book is for The book is aimed at beginning game developers looking for an easier and even more powerful way to create compelling 2D graphics using OpenGL and Objective-C. It is assumed that the reader will have some knowledge of object-oriented programming and the Apple and iPhone/iPad developer environment.

2011-11-17

OpenGL 4.0 Shading Language Cookbook

OpenGL 4.0 Shading Language Cookbook This hands-on guide cuts short the preamble and gets straight to the point – actually creating graphics, instead of just theoretical learning. Each recipe is specifically tailored to satisfy your appetite for producing real-time 3-D graphics using GLSL 4.0. If you are an OpenGL programmer looking to use the modern features of GLSL 4.0 to create real-time, three-dimensional graphics, then this book is for you. Familiarity with OpenGL programming, along with the typical 3D coordinate systems, projections, and transformations is assumed. It can also be useful for experienced GLSL programmers who are looking to implement the techniques that are presented here.

2011-11-16

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