9798196629877 - sdl2 and opengl game development: build real-time 3d graphics with c++, shaders, and cross-platform rendering di dan, eluan (6 risultati)

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Da: PBShop.store US, Wood Dale, IL, U.S.A.PBShop.store US
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EUR 36,16
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PAP. Condizione: New. New Book. Shipped from UK. Established seller since 2000.

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Da: PBShop.store UK, Fairford, GLOS, Regno UnitoPBShop.store UK
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EUR 29,46
EUR 7,88 spedizioneSpedito da Regno Unito a U.S.A.Quantità: Più di 20 disponibili
PAP. Condizione: New. New Book. Shipped from UK. Established seller since 2000.

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Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH
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EUR 47,00
EUR 65,47 spedizioneSpedito da Germania a U.S.A.Quantità: 2 disponibili
Taschenbuch. Condizione: Neu. Neuware - What if you could master real-time 3D graphics from the ground up - writing the same kinds of rendering systems that power professional game engines - using nothing but C++, SDL2, and OpenGL Most programmers who want to build their own games hit the same wall. They follow beginner tutorial…s that produce working results but never explain why the code works. They reach for high-level game engines and find that the most important details are hidden behind layers of abstraction they are never meant to touch. When they finally want to understand what a vertex buffer object is, how a shader pipeline actually executes on the GPU, or why a game loop must be structured in a specific way, they end up buried in fragmented documentation and outdated examples with no clear path forward. The gap between knowing some C++ and truly building a real-time renderer feels impossible to close.SDL2 and OpenGL Game Development was written to close that gap completely. This book takes you step by step through everything you need - from understanding the graphics hardware to writing your own GLSL shaders, managing real-time game state, handling audio and input, and shipping a fully playable game - all without relying on a high-level engine. You will learn how SDL2 ties together windowing, input, and audio with the power of the OpenGL rendering pipeline, and you will build every system from scratch so you genuinely understand the code you write. By the final chapter, you will have more than a finished game. You will have the deep, transferable knowledge of how real-time rendering actually works.Here is what you will find inside this book: - Set up your full development environment with SDL2, OpenGL, GLEW, and CMake across Windows, Linux, and macOS with clear, step-by-step instructions- Master the modern OpenGL graphics pipeline - understand VAOs, VBOs, index buffers, and write GLSL vertex and fragment shaders from first principles- Build both 2D and 3D rendering systems from scratch, including sprite batching, perspective cameras, and the Model-View-Projection matrix- Implement lighting, shadow mapping, and post-processing effects using custom shaders that run directly on the GPU- Design a complete, playable game with collision detection, entity-component architecture, audio mixing, and smooth frame-rate independent performanceThis book does not protect you from complexity - it walks you through it. Every chapter delivers real code and real explanations designed for programmers who want to understand the full stack, from the raw SDL2 context to the rendered frame on screen. Whether you are building games for fun, preparing for a career in graphics programming, or simply determined to stop using tools you do not fully understand, this is the guide you have been looking for.Stop borrowing someone else's engine - grab your copy today and build every system yourself, from the first vertex to the final frame.

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- Print on Demand
Da: California Books, Miami, FL, U.S.A.California Books
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EUR 30,14
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Condizione: New. Print on Demand.

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Da: Grand Eagle Retail, Bensenville, IL, U.S.A.Grand Eagle Retail
Contatta il venditoreVenditore con 5 stelleCondizione: Nuovo
EUR 33,61
Spedizione gratuitaSpedito in U.S.A.Quantità: 1 disponibili
Paperback. Condizione: new. Paperback. What if you could master real-time 3D graphics from the ground up - writing the same kinds of rendering systems that power professional game engines - using nothing but C++, SDL2, and OpenGL?Most programmers who want to build their own games hit the same wall. They follow beginner tutorials… that produce working results but never explain why the code works. They reach for high-level game engines and find that the most important details are hidden behind layers of abstraction they are never meant to touch. When they finally want to understand what a vertex buffer object is, how a shader pipeline actually executes on the GPU, or why a game loop must be structured in a specific way, they end up buried in fragmented documentation and outdated examples with no clear path forward. The gap between knowing some C++ and truly building a real-time renderer feels impossible to close.SDL2 and OpenGL Game Development was written to close that gap completely. This book takes you step by step through everything you need - from understanding the graphics hardware to writing your own GLSL shaders, managing real-time game state, handling audio and input, and shipping a fully playable game - all without relying on a high-level engine. You will learn how SDL2 ties together windowing, input, and audio with the power of the OpenGL rendering pipeline, and you will build every system from scratch so you genuinely understand the code you write. By the final chapter, you will have more than a finished game. You will have the deep, transferable knowledge of how real-time rendering actually works.Here is what you will find inside this book: Set up your full development environment with SDL2, OpenGL, GLEW, and CMake across Windows, Linux, and macOS with clear, step-by-step instructionsMaster the modern OpenGL graphics pipeline - understand VAOs, VBOs, index buffers, and write GLSL vertex and fragment shaders from first principlesBuild both 2D and 3D rendering systems from scratch, including sprite batching, perspective cameras, and the Model-View-Projection matrixImplement lighting, shadow mapping, and post-processing effects using custom shaders that run directly on the GPUDesign a complete, playable game with collision detection, entity-component architecture, audio mixing, and smooth frame-rate independent performanceThis book does not protect you from complexity - it walks you through it. Every chapter delivers real code and real explanations designed for programmers who want to understand the full stack, from the raw SDL2 context to the rendered frame on screen. Whether you are building games for fun, preparing for a career in graphics programming, or simply determined to stop using tools you do not fully understand, this is the guide you have been looking for.Stop borrowing someone else's engine - grab your copy today and build every system yourself, from the first vertex to the final frame. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

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- Print on Demand
Da: CitiRetail, Stevenage, Regno UnitoCitiRetail
Contatta il venditoreVenditore con 5 stelleCondizione: Nuovo
EUR 33,62
EUR 43,15 spedizioneSpedito da Regno Unito a U.S.A.Quantità: 1 disponibili
Paperback. Condizione: new. Paperback. What if you could master real-time 3D graphics from the ground up - writing the same kinds of rendering systems that power professional game engines - using nothing but C++, SDL2, and OpenGL?Most programmers who want to build their own games hit the same wall. They follow beginner tutorials… that produce working results but never explain why the code works. They reach for high-level game engines and find that the most important details are hidden behind layers of abstraction they are never meant to touch. When they finally want to understand what a vertex buffer object is, how a shader pipeline actually executes on the GPU, or why a game loop must be structured in a specific way, they end up buried in fragmented documentation and outdated examples with no clear path forward. The gap between knowing some C++ and truly building a real-time renderer feels impossible to close.SDL2 and OpenGL Game Development was written to close that gap completely. This book takes you step by step through everything you need - from understanding the graphics hardware to writing your own GLSL shaders, managing real-time game state, handling audio and input, and shipping a fully playable game - all without relying on a high-level engine. You will learn how SDL2 ties together windowing, input, and audio with the power of the OpenGL rendering pipeline, and you will build every system from scratch so you genuinely understand the code you write. By the final chapter, you will have more than a finished game. You will have the deep, transferable knowledge of how real-time rendering actually works.Here is what you will find inside this book: Set up your full development environment with SDL2, OpenGL, GLEW, and CMake across Windows, Linux, and macOS with clear, step-by-step instructionsMaster the modern OpenGL graphics pipeline - understand VAOs, VBOs, index buffers, and write GLSL vertex and fragment shaders from first principlesBuild both 2D and 3D rendering systems from scratch, including sprite batching, perspective cameras, and the Model-View-Projection matrixImplement lighting, shadow mapping, and post-processing effects using custom shaders that run directly on the GPUDesign a complete, playable game with collision detection, entity-component architecture, audio mixing, and smooth frame-rate independent performanceThis book does not protect you from complexity - it walks you through it. Every chapter delivers real code and real explanations designed for programmers who want to understand the full stack, from the raw SDL2 context to the rendered frame on screen. Whether you are building games for fun, preparing for a career in graphics programming, or simply determined to stop using tools you do not fully understand, this is the guide you have been looking for.Stop borrowing someone else's engine - grab your copy today and build every system yourself, from the first vertex to the final frame. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.