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Books : Computing & Internet : Programming : Languages : C & C++ : Graphics
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Computer Graphics: Principles and Practice is the most exhaustive overview of computer graphics techniques available. This textbook's 21 chapters cover graphics hardware, user interface software, rendering and a host of other subjects. Assuming a solid background in computer science or a related field, Computer Graphics gives example programs in C and provides exercises at the end of each chapter to test your knowledge of the material. The guide has more than 100 beautiful, four-colour photographs that illustrate important topics and algorithms, such as ray tracing and bump maps, and also inspire you to acquire the skills necessary to produce them. Encyclopaedic in its coverage, the book has a good table of contents so that you can immediately turn to information on the z-Buffer algorithm or the chapter on animation. --Jake Bond
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Written for those C/C++ developers who want to deepen their programming knowledge, Essential C++ provides a short, effective tutorial to some of the most important features of the C++ language, including lessons on generic programming and templates.
Compression is the key here in this admirably concise text. The author explains C++ from the very beginning with basic syntax and language features and always uses some of the best features of today's Standard C++. Perhaps the best thing here is the integration of 'generic programming'(meaning the STL library of re-usable templates and algorithms for data collections like vectors, linked lists and maps, which are built in to any current C++ compiler).
By focusing on these key features, this tutorial demonstrates C++ in an up-to-the-minute style. (These "advanced" features can help simplify C++ programming from the very beginning.) This tutorial moves quickly and by the end of this book the author covers the basics of successful object-oriented design with C++ classes, generic programming, templates and exception handling. Short examples are the rule here and each chapter includes exercises for self-study (with solutions provided at the end of the book).
C++ is a very rich and very complicated programming language. Essential C++ cuts to the chase and gives the working programmer a tour of the latest and greatest language features in a compact format. As a quick-start guide to today's C++, this title complements the author's much more massive tutorial, C++ Primer. For anyone who knows a little C/C++ and wants to learn more, especially the newest features of Standard C++, this book certainly deserves a closer look. --Richard Dragan, Amazon.com
Topics covered: C++ fundamentals, data types and arrays, pointers, flow control, functions, generic programming and STL, generic algorithms, classes, constructors and destructors, polymorphism and inheritance, abstract classes, run-time type identification, templates and template functions, exception handling.
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Written for the intermediate or advanced C++ developer, 3D Game Programming with C++ provides an outstanding tutorial and reference to the essentials of today's DirectX game programming. This book doesn't skimp on the nitty-gritty details of serious 3D graphics while remaining approachable for any competent C++ programmer.
This title is remarkable in two ways. First, it covers the essential features of today's 3D virtual worlds--like textures, lighting and fog, vertices, and transformations--while providing a thorough, yet comprehensible, introduction to the powerful DirectX game platform. This book covers all the visual effects you'll need to create state-of-the-art games with DirectX. A second standout section is the author's re-usable, clearly documented C++ classes for simplifying essential API's involved in DirectX, including DirectDraw (for 2D graphics) and DirectSound (for sound).
The text focuses on the "serious" 3D graphics mode of DirectX--Immediate Mode (IM)--which is used on some of today's hottest games. Direct3D IM programming is tough, but this text is one of the best at showing how it's done. Besides DirectX objects and API's, this book provides some of the "rules" in pseudo-code needed to program successfully with 3D graphics. This title also serves as a reference with over 400 pages on DirectX classes, including over 150 pages on Direct3D. (Plus, there's material on some of the math required for 3D graphics.) Overall, this book will serve as a valuable resource to any programmer who works with DirectX on a day-to-day basis.
Armed with this remarkably clear and thorough title, any C++ programmer can start learning 3D game programming on the Microsoft DirectX platform. This book sets a high standard as an introduction for serious game development using DirectX and C++. -- Richard Dragan, Amazon.com
Topics covered: DirectX overview, graphics hardware, 3D virtual worlds, COM basics, DirectDraw API's and C++ classes, Direct3D Immediate Mode basics, 3D transformations, textures, mipmaps, lighting, rendering primitives, optimizing techniques, physics: detecting collisions, DirectSound API's and C++ classes, DirectInput and joysticks and C++ classes, Artificial Intelligence (AI) basics for game characters, DirectX reference, 3D graphics math reference.
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