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Learning Windows programming with virtual reality / Christopher D. Watkins and Russell J. Berube, Jr.

By: Contributor(s): Material type: TextTextPublication details: Boston, Massachusetts : AP Professional, c1995Description: xv, 305 pages : illustrations ; 23 cmISBN:
  • 9780127378428
Subject(s): LOC classification:
  • QA 76.76.W56 .W38 1995
Contents:
List of Illustrations Acknowledgments Biographies Windows Programming p. 1 Introduction to Windows Programming p. 3 Windows p. 11 The Application p. 39 The Software p. 53 Virtual Environments Past, Present, and Future p. 147 Welcome to Virtual Environments p. 149 The History of Virtual Environments p. 153 A Tour of Applications p. 185 Human Perception p. 199 A Look at the Virtual Reality Graphics Ray-Casting Texturing Engine p. 213 Getting Started p. 215 The Key to the Virtual World Database p. 227 The Render.C Module p. 237 Appendices p. 271 Appendix A: PIVR Windows p. 273 Appendix B: Resources p. 277 Appendix C: Illustrations p. 295 Appendix D: Index p. 299 Table of Contents provided by Blackwell's Book Services and R.R. Bowker. Used with permission.
Summary: This book walks the reader through every step of development involved in writing 3D virtual reality games as they learn new Windows programming techniques. The 3D engine provided with this book generates textured and interactive 3D imagery like those found in two very popular shareware games--Wolfenstein and DOOM.
Item type: Books
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Holdings
Item type Current library Home library Collection Call number Copy number Status Date due Barcode
Books Books National University - Manila LRC - Main General Circulation Multimedia Arts and Animation GC QA 76.76.W56 .W38 1995 (Browse shelf(Opens below)) c.1 Available NULIB000002652

Includes set of 3-D glasses in pocket.

Includes bibliographical references and index.

List of Illustrations Acknowledgments Biographies Windows Programming p. 1 Introduction to Windows Programming p. 3 Windows p. 11 The Application p. 39 The Software p. 53 Virtual Environments Past, Present, and Future p. 147 Welcome to Virtual Environments p. 149 The History of Virtual Environments p. 153 A Tour of Applications p. 185 Human Perception p. 199 A Look at the Virtual Reality Graphics Ray-Casting Texturing Engine p. 213 Getting Started p. 215 The Key to the Virtual World Database p. 227 The Render.C Module p. 237 Appendices p. 271 Appendix A: PIVR Windows p. 273 Appendix B: Resources p. 277 Appendix C: Illustrations p. 295 Appendix D: Index p. 299 Table of Contents provided by Blackwell's Book Services and R.R. Bowker. Used with permission.

This book walks the reader through every step of development involved in writing 3D virtual reality games as they learn new Windows programming techniques. The 3D engine provided with this book generates textured and interactive 3D imagery like those found in two very popular shareware games--Wolfenstein and DOOM.

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