Cover image for OpenGL Game Programming.
OpenGL Game Programming.
Title:
OpenGL Game Programming.
Author:
Astle, Dave.
Personal Author:
Physical Description:
1 online resource (811 pages)
Contents:
CONTENTS -- LETTER FROM THE SERIES EDITOR -- FOREWORD -- INTRODUCTION -- PART I: INTRODUCTION TO OPENGL AND DIRECTX -- CHAPTER 1 THE EXPLORATION BEGINS: OPENGL AND DIRECTX -- Why Make Games? -- The World of 3D Games -- The Elements of a Game -- Your Tools -- What Is OpenGL? -- What Is DirectX? -- OpenGL versus DirectX -- Summary -- CHAPTER 2 USING WINDOWS WITH OPENGL -- Introduction to Windows Programming -- Introduction to WGL -- Pixel Formats -- The OpenGL Window Application -- Full-Screen OpenGL -- Summary -- CHAPTER 3 AN OVERVIEW OF 3D GRAPHICS THEORY -- Scalars, Points, and Vectors -- Matrices -- Transformations -- Projections -- 3D Clipping -- Lighting -- Texture Mapping -- Summary -- PART II: USING OPENGL -- CHAPTER 4 OPENGL STATES AND PRIMITIVES -- State Functions -- Handling Primitives -- Summary -- CHAPTER 5 COORDINATE TRANSFORMATIONS AND OPENGL MATRICES -- Understanding Coordinate Transformations -- OpenGL and Matrices -- Projections -- Using Your Own Matrices -- Summary -- CHAPTER 6 ADDING COLORS, BLENDING, AND LIGHTING -- How Does Color Work? -- Using Colors in OpenGL -- Shading -- Lighting in OpenGL -- Blending -- Summary -- CHAPTER 7 BITMAPS AND IMAGES WITH OPENGL -- The OpenGL Bitmap -- Using Images -- Managing Pixel Storage -- The Windows Bitmap -- Targa Image Files -- Summary -- CHAPTER 8 TEXTURE MAPPING -- An Overview of Texture Mapping -- Applying the Texture Map -- Texture Objects -- Texture Filtering -- Texture Functions -- Texture Coordinates -- Mipmaps and Level of Detail -- The Waving-Flag Example -- The Textured Heightfield Terrain Example -- Summary -- CHAPTER 9 ADVANCED TEXTURE MAPPING -- Multitexturing -- Environment Mapping -- The Texture Matrix -- Lightmapping -- Multipass Multitexturing -- Summary -- CHAPTER 10 DISPLAY LISTS AND VERTEX ARRAYS -- Display Lists -- Vertex Arrays -- Summary.

CHAPTER 11 DISPLAYING TEXT -- Bitmap Fonts -- Outline Fonts -- Texture-Mapped Fonts -- Summary -- CHAPTER 12 OPENGL BUFFERS -- What Is an OpenGL Buffer? -- The Color Buffer -- The Depth Buffer -- The Stencil Buffer -- The Accumulation Buffer -- Summary -- CHAPTER 13 OPENGL QUARDRICS -- The Basics of OpenGL Quadrics -- Disks -- Cylinders -- Spheres -- Example: A Quadric Fly-Through World -- Summary -- CHAPTER 14 CURVES AND SURFACES -- Curve and Surface Representation -- Evaluators -- Surfaces -- NURBS -- Summary -- CHAPTER 15 SPECIAL EFFECTS -- Billboarding -- Using Particle Systems -- Fog -- Reflections -- Shadows -- Summary -- PART III: BUILDING A GAME -- CHAPTER 16 USING DIRECTX: DIRECTINPUT -- Why Use DirectInput? -- Initializing DirectInput -- Using DirectInput -- Action Mapping -- Building the Input Sub-System -- Input Sample Program -- Summary -- CHAPTER 17 USING DIRECTX AUDIO -- The Basics of Sound -- What Is DirectX Audio? -- Loading and Playing Audio with DirectMusic -- A Simple Example -- Using Audiopaths -- 3D Sound -- Summary -- CHAPTER 18 WORKING WITH 3D MODELS -- 3D Model File Formats -- The MD2 File Format -- One Last Tidbit -- Summary -- CHAPTER 19 PHYSICS MODELING WITH OPENGL -- A Physics Review -- Modeling the Real World -- Summary -- CHAPTER 20 BUILDING A GAME ENGINE -- Designing The SimpEngine -- The Engine Core -- The Camera -- The World -- Adding Models -- The Audio System -- The Particle System -- Summary -- CHAPTER 21 MAKING A GAME: A TIME TO KILL -- Initial Design -- The Game World -- The Enemies -- Rockets and Explosions -- The User Interface -- Playing the Game -- Building the EXE -- Summary -- PART IV: APPENDIXES -- APPENDIX A: ONLINE RESOURCES -- Game Development -- OpenGL -- DirectX -- Miscellaneous Resources -- APPENDIX B: USING THE CD -- The CD User Interface -- CD-ROM File Structure -- System Requirements.

Installation -- Miscellaneous Problems and Troubleshooting Information -- Still Need Help? -- INDEX -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- Z.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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