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標(biāo)題: Titlebook: Beginning .NET Game Programming in C#; David Weller,Alexandre Santos Lob?o,Ellen Hatton Book 2004 David Weller, Alexandre Santos Lob?o, an [打印本頁]

作者: Deleterious    時(shí)間: 2025-3-21 17:43
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作者: Melatonin    時(shí)間: 2025-3-21 21:46

作者: 混合,攙雜    時(shí)間: 2025-3-22 02:31

作者: debunk    時(shí)間: 2025-3-22 05:12
On the Motion of Binary Fluid Mixtureshms are responsible for making the drawings interact with each other. This allows a program to know when an image is over another one and to take the appropriate action, such as bouncing a ball when it hits a wall.
作者: IRATE    時(shí)間: 2025-3-22 09:57

作者: 責(zé)難    時(shí)間: 2025-3-22 14:21
.Nettrix: GDI+ and Collision Detection,hms are responsible for making the drawings interact with each other. This allows a program to know when an image is over another one and to take the appropriate action, such as bouncing a ball when it hits a wall.
作者: osteopath    時(shí)間: 2025-3-22 19:59
Managed DirectX First Steps: Direct3D Basics and DirectX vs. GDI+,eleased a version of DirectX that allowed developers to access the DirectX libraries using .NET languages (such as C#, Visual Basic.NET, and managed C++), which is commonly referred to as . (Microsoft and developers often use the acronym MDX).
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作者: arrogant    時(shí)間: 2025-3-23 07:26

作者: Crumple    時(shí)間: 2025-3-23 09:51
.Nettrix: GDI+ and Collision Detection,of game development: collision detection algorithms. Although game developers use GDI+ functions to draw images on screen, collision detection algorithms are responsible for making the drawings interact with each other. This allows a program to know when an image is over another one and to take the
作者: 粗鄙的人    時(shí)間: 2025-3-23 15:32

作者: Nefarious    時(shí)間: 2025-3-23 19:13

作者: circumvent    時(shí)間: 2025-3-23 23:28
Spacewar!,2002, he uploaded the code to help launch the.NET community Web site, GotDotNet (.). Eric is a Microsoft Visual C#.NET program manager and author of the Apress book .. Eric also wrsites a C# column for MSDN Online called “Working with C#.”
作者: 尖    時(shí)間: 2025-3-24 02:34
Spacewar3D: Meshes and Buffers and Textures, Oh My!,latland” of the original Spacewar game into the third dimension (see Figure 6-1). You’ll be introduced to many new concepts, but many of the classes from the Spacewar game will carry over directly into the 3-D version with little or no modification.
作者: achlorhydria    時(shí)間: 2025-3-24 07:10

作者: Blemish    時(shí)間: 2025-3-24 11:10

作者: oncologist    時(shí)間: 2025-3-24 17:54
https://doi.org/10.1007/978-1-4302-0721-4; NET; ADO; NET; Ada; Animation; C programming language; C#; Multithreading; VB; NET; Visual Basic; computer gra
作者: Immunization    時(shí)間: 2025-3-24 21:09

作者: Override    時(shí)間: 2025-3-25 00:59

作者: STENT    時(shí)間: 2025-3-25 06:02
On the Motion of Binary Fluid Mixturesof game development: collision detection algorithms. Although game developers use GDI+ functions to draw images on screen, collision detection algorithms are responsible for making the drawings interact with each other. This allows a program to know when an image is over another one and to take the
作者: 生銹    時(shí)間: 2025-3-25 11:03

作者: 熔巖    時(shí)間: 2025-3-25 14:16

作者: Cabinet    時(shí)間: 2025-3-25 19:40

作者: 初次登臺    時(shí)間: 2025-3-25 23:55
Debora Amadori,Cleopatra Christoforoulatland” of the original Spacewar game into the third dimension (see Figure 6-1). You’ll be introduced to many new concepts, but many of the classes from the Spacewar game will carry over directly into the 3-D version with little or no modification.
作者: TRACE    時(shí)間: 2025-3-26 03:58
Juan Calvo,Erwan Hingant,Romain Yvinecp isn’t easy to see, and the explosions are, well, invisible. You still need to add some features that will increase the wow-factor of the game (a highly scientific factor measured by the distance that players’ eyes pop out when they see an effect).
作者: Demonstrate    時(shí)間: 2025-3-26 08:23
https://doi.org/10.1007/978-3-031-55260-1 in this book; Appendix A, “Suggested Reading,” will attest to that. There are literally hundreds of books available on game programming. Many, unfortunately, aren’t very good. Even worse, though, the really good books aren’t designed for beginners. Most assume a strong understanding of basic graphi
作者: 終端    時(shí)間: 2025-3-26 09:52
https://doi.org/10.1007/978-3-0348-8372-600-line program, we’re going to cover a lot of concepts: Animating sprites, rendering sprites in DirectX, managing sprites, handling simple input using DirectInput, creating sound effects using DirectSound, and a variety of other gaming goodies.
作者: 有組織    時(shí)間: 2025-3-26 13:53

作者: 激勵    時(shí)間: 2025-3-26 20:07

作者: textile    時(shí)間: 2025-3-26 21:52
Juan Calvo,Erwan Hingant,Romain Yvinecp isn’t easy to see, and the explosions are, well, invisible. You still need to add some features that will increase the wow-factor of the game (a highly scientific factor measured by the distance that players’ eyes pop out when they see an effect).
作者: 名詞    時(shí)間: 2025-3-27 02:55
Christian Klingenberg,Yun-Guang Lu. to the concepts of artificial intelligence (AI) and sprites. You’ll also get a chance to extend your knowledge of GDI+ functions, including some tips intended to give your games a boost in performance. To accomplish these goals and illustrate these concepts, we’ll walk you through the steps for creating a game called .. (see Figure 2-1).
作者: CAND    時(shí)間: 2025-3-27 06:57

作者: FEMUR    時(shí)間: 2025-3-27 13:03
.Netterpillars: Artificial Intelligence and Sprites,. to the concepts of artificial intelligence (AI) and sprites. You’ll also get a chance to extend your knowledge of GDI+ functions, including some tips intended to give your games a boost in performance. To accomplish these goals and illustrate these concepts, we’ll walk you through the steps for creating a game called .. (see Figure 2-1).
作者: 遠(yuǎn)地點(diǎn)    時(shí)間: 2025-3-27 14:49

作者: 弄皺    時(shí)間: 2025-3-27 17:55
Space Donuts: Sprites Revisited,00-line program, we’re going to cover a lot of concepts: Animating sprites, rendering sprites in DirectX, managing sprites, handling simple input using DirectInput, creating sound effects using DirectSound, and a variety of other gaming goodies.
作者: 滔滔不絕地講    時(shí)間: 2025-3-28 01:23
Spacewar!,2002, he uploaded the code to help launch the.NET community Web site, GotDotNet (.). Eric is a Microsoft Visual C#.NET program manager and author of the Apress book .. Eric also wrsites a C# column for MSDN Online called “Working with C#.”
作者: 焦慮    時(shí)間: 2025-3-28 02:45
Spacewar3D: Meshes and Buffers and Textures, Oh My!,latland” of the original Spacewar game into the third dimension (see Figure 6-1). You’ll be introduced to many new concepts, but many of the classes from the Spacewar game will carry over directly into the 3-D version with little or no modification.
作者: Eructation    時(shí)間: 2025-3-28 08:54
Adding Visual Effects to Spacewar3D,p isn’t easy to see, and the explosions are, well, invisible. You still need to add some features that will increase the wow-factor of the game (a highly scientific factor measured by the distance that players’ eyes pop out when they see an effect).
作者: 投射    時(shí)間: 2025-3-28 12:54

作者: 大酒杯    時(shí)間: 2025-3-28 17:30





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