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MARC Record from marc_columbia

Record ID marc_columbia/Columbia-extract-20221130-011.mrc:99577531:1716
Source marc_columbia
Download Link /show-records/marc_columbia/Columbia-extract-20221130-011.mrc:99577531:1716?format=raw

LEADER: 01716cam a22003138a 4500
001 5248019
005 20221110000944.0
008 050221s2005 cauaf f 001 0 eng
020 $a012229064X (hbk.)
035 $a(OCoLC)ocm56963528
035 $a(NNC)5248019
035 $a5248019
040 $aUKM$cUKM$dTXA$dNNC$dOrLoB-B
082 04 $a006.693$222
090 $aT385$b.E374 2005
100 1 $aEberly, David H.$0http://id.loc.gov/authorities/names/n00012764
245 10 $a3D game engine architecture :$bengineering real-time applications with wild magic /$cDavid H. Eberly.
260 $aSan Francisco, Calif. :$bMorgan Kaufmann,$c2005.
300 $axv, 736 pages, 16 unnumbered pages of plates :$billustrations ;$c25 cm + 1 computer disc (4 3/4 in).
336 $atext$btxt$2rdacontent
337 $aunmediated$bn$2rdamedia
490 1 $aMorgan Kaufmann series in interactive 3D technology
504 $aIncludes bbibliographical references (p. 699-701) and index.
505 00 $gCh. 1.$tIntroduction -- $gCh. 2.$tCore systems -- $gCh. 3.$tScene graphs and renderers -- $gCh. 4.$tAdvanced scene graph topics -- $gCh. 5.$tAdvanced rendering topics -- $gCh. 6.$tCollision detection -- $gCh. 7.$tPhysics -- $gCh. 8.$tApplications -- $gApp.$tCoding conventions.
650 0 $aComputer graphics.$0http://id.loc.gov/authorities/subjects/sh85029500
650 0 $aThree-dimensional display systems.$0http://id.loc.gov/authorities/subjects/sh85135021
650 0 $aReal-time programming.$0http://id.loc.gov/authorities/subjects/sh86002403
830 0 $aMorgan Kaufmann series in interactive 3D technology.$0http://id.loc.gov/authorities/names/n2003014895
852 00 $boff,eng$hT385$i.E374 2005g$zAccompanied by 1 CD-ROM