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MARC Record from marc_columbia

Record ID marc_columbia/Columbia-extract-20221130-031.mrc:367438503:6750
Source marc_columbia
Download Link /show-records/marc_columbia/Columbia-extract-20221130-031.mrc:367438503:6750?format=raw

LEADER: 06750cam a2200853 i 4500
001 15306139
005 20221126225209.0
006 m o d
007 cr unu||||||||
008 150618s2015 enka o 001 0 eng d
035 $a(OCoLC)ocn911187128
035 $a(NNC)15306139
040 $aUMI$beng$erda$epn$cUMI$dIDEBK$dEBLCP$dDEBSZ$dDEBBG$dYDXCP$dCOO$dOCLCF$dOCLCQ$dMERUC$dCEF$dUKMGB$dOCLCQ$dWYU$dN$T$dUAB$dAU@$dUKAHL$dSFB$dOCLCO$dQGK$dOCLCQ
015 $aGBB742496$2bnb
016 7 $a018007243$2Uk
019 $a910706335$a913844100$a1259201592
020 $a1784395773
020 $a1784398470
020 $a9781784398477
020 $a9781784395773$q(electronic bk.)
035 $a(OCoLC)911187128$z(OCoLC)910706335$z(OCoLC)913844100$z(OCoLC)1259201592
037 $aCL0500000605$bSafari Books Online
050 4 $aQA76.76.C672
072 7 $aCOM$x013000$2bisacsh
072 7 $aCOM$x014000$2bisacsh
072 7 $aCOM$x018000$2bisacsh
072 7 $aCOM$x067000$2bisacsh
072 7 $aCOM$x032000$2bisacsh
072 7 $aCOM$x037000$2bisacsh
072 7 $aCOM$x052000$2bisacsh
082 04 $a004.20384764
049 $aZCUA
100 1 $aBarbier, Maxime,$eauthor.
245 10 $aSFML blueprints :$bsharpen your game development skills and improve your C++ and SFML knowledge with five exciting projects /$cMaxime Barbier.
246 30 $aSharpen your game development skills and improve your C++ and SFML knowledge with five exciting projects
246 3 $aSimple and fast multimedia library blueprints
264 1 $aBirmingham, UK :$bPackt Publishing,$c2015.
300 $a1 online resource (1 volume) :$billustrations
336 $atext$btxt$2rdacontent
337 $acomputer$bc$2rdamedia
338 $aonline resource$bcr$2rdacarrier
490 1 $aCommunity experience distilled
588 0 $aOnline resource; title from cover (Safari, viewed June 10, 2015).
500 $aIncludes index.
505 0 $aCover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Preparing the Environment; C++11; SFML; Installation of a C++11 compiler; For Linux users; For Mac users; For Windows users; For all users; Installing CMake; Linux users; Other operating systems; Installing SFML 2.2; Building SFML yourself; Installing dependencies; Linux; Other operating systems; Compilation of SFML; Code::Blocks and SFML; Minimal example; Summary; Chapter 2: General Game Architecture, User Inputs, and Resource Management; General structure of a game
505 8 $aThe game classGame loops; The frame rate; Move our player; The player class; Managing user inputs; Polling events; Real-time events; Handling user inputs; Using the Action class; Action target; Event map; Back to action target; Keeping track of resources; Resources in SFML; The texture class; The image class; The font class; The shader class; The sound buffer class; The music class; Use case; RAII idiom; Building a resources manager; Changing the player's skin; Summary; Chapter 3: Making an Entire 2D Game; Turning our application to an Asteroid clone; The Player class; The levels; The enemies
505 8 $aThe meteorsThe flying saucers; Modifying our application; The World class; The hierarchical entity system; The entity component system; Designing our game; Prepare the collisions; The Entity class; The Player class; The Enemy class; The Saucer class; The Meteor class; The Shoot class; Building a Tetris clone; The Stats class; The Piece class; The Board class; The Game class; Summary; Chapter 4: Playing with Physics; A physics engine -- késako?; 3D physics engines; 2D physics engines; Physics engine comparing game engine; Using Box2D; Preparing Box2D; Build; Installation; Pairing Box2D and SFML
505 8 $aBox2D, how does it work?Adding physics to a game; The Piece class; The World class; The Game class; The Stats class; Summary; Chapter 5: Playing with User Interfaces; What is a GUI?; Creating a GUI from scratch; Class hierarchy; The Widget class; The Label class; The Button class; The TextButton class; The Container class; The Frame class; The Layout class; The VLayout class; Adding a menu to the game; Building the main menu; Building the pause menu; Building the configuration menu; Using SFGUI; Installing SFGUI; Using the features of SFGUI; Building the starting level; Summary
505 8 $aChapter 6: Boost Your Code Using MultithreadingWhat is multithreading?; The fork() function; The exec() family functions; Thread functionality; Why do we need to use the thread functionality?; Using threads; Adding multithreading to our games; Summary; Chapter 7: Building a Real-time Tower Defense Game from Scratch -- Part 1; The goal of the game; Building animations; The Animation class; The AnimatedSprite class; Usage example; Building a generic Tile Map; The Geometry class as an isometric hexagon; VLayer and Layer classes; VMap and Map classes; Dynamic board loading; The MapViewer class
520 $aThis book is for developers who have knowledge of the basics of the SFML library and its capabilities in 2D game development. Minimal experience with C++ is required.
546 $aEnglish.
650 0 $aComputer games$xProgramming.
650 0 $aMultimedia systems$xComputer programs.
650 0 $aC++ (Computer program language)
650 6 $aJeux d'ordinateur$xProgrammation.
650 6 $aMultimédia$xLogiciels.
650 6 $aC++ (Langage de programmation)
650 7 $aCOMPUTERS$xProgramming$xGames.$2bisacsh
650 7 $aCOMPUTERS$xEnterprise Applications$xCollaboration Software.$2bisacsh
650 7 $aCOMPUTERS$xExpert Systems.$2bisacsh
650 7 $aCOMPUTERS$xComputer Literacy.$2bisacsh
650 7 $aCOMPUTERS$xComputer Science.$2bisacsh
650 7 $aCOMPUTERS$xData Processing.$2bisacsh
650 7 $aCOMPUTERS$xHardware$xGeneral.$2bisacsh
650 7 $aCOMPUTERS$xInformation Technology.$2bisacsh
650 7 $aCOMPUTERS$xMachine Theory.$2bisacsh
650 7 $aCOMPUTERS$xReference.$2bisacsh
650 7 $aC++ (Computer program language)$2fast$0(OCoLC)fst00843286
650 7 $aComputer games$xProgramming.$2fast$0(OCoLC)fst00872114
650 7 $aMultimedia systems$xComputer programs.$2fast$0(OCoLC)fst01028922
776 08 $iPrint version:$aBarbier, Maxime.$tSFML blueprints : sharpen your game development skills and improve your C++ and SFML knowledge with five exciting projects.$dBirmingham, England ; Mumbai, [India] : Packt Publishing, ©2015$hx, 275 pages$kCommunity experience distilled.$z9781784398477
830 0 $aCommunity experience distilled.
856 40 $uhttp://www.columbia.edu/cgi-bin/cul/resolve?clio15306139$zAll EBSCO eBooks
852 8 $blweb$hEBOOKS