Junker | Pro OGRE 3D Programming | Buch | 978-1-4842-2031-3 | sack.de

Buch, Englisch, 290 Seiten, Previously published in hardcover, Format (B × H): 178 mm x 254 mm, Gewicht: 590 g

Junker

Pro OGRE 3D Programming


1. Auflage 2016
ISBN: 978-1-4842-2031-3
Verlag: Apress

Buch, Englisch, 290 Seiten, Previously published in hardcover, Format (B × H): 178 mm x 254 mm, Gewicht: 590 g

ISBN: 978-1-4842-2031-3
Verlag: Apress


Pro OGRE 3D Programming is your detailed guide to utilizing the OGRE 3D engine, one of the best-in-breed 3D rendering libraries available. You'll learn what OGRE is, and more importantly, what it is not. OGRE gives you an object-oriented interface to render 3D scenes independent of the implementation, such as Direct3D or OpenGL. OGRE is available on Windows, Mac OS X, and Linux. It can be utilized to create a variety of 3D-based applications and is commonly used in game creation.

This book covers OGRE from obtaining the source to polishing the final product. If you are an aspiring game programmer with beginner/intermediate-level knowledge of game design practices and intermediate-level knowledge of the C++ language, this is the book for you. Familiarity with open source project management tools such as CVS and Subversion will also help you to digest the material. Included with the book is a ready-to-use Utility Toolkit class library useful for jumpstarting OGRE-based programs. You'll also find discussion of OGRE's capabilities from the perspective of a content creator, not just a programmer.

The content of this book was reviewed prior to publication by Steve Streeting, founder and lead developer of the OGRE 3D project.

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Weitere Infos & Material


What is This "Ogre?" What is it for?.- Capturing the Beast.- Ogre Design Overview.- Ogre Toolset.- Ogre First Steps.- Material Scripting.- Resource Management.- Advanced Techniques.- 2D in Ogre.- The Ogre Add-Ons.- OgreUT Toolkit.


Gregory Junker has more than a decade of large-scale software engineering experience. He has been working with 3D and game programming for five years. He is lead designer and engineer on an ambitious combat simulator game targeting next-generation technology.



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