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Pro OGRE 3D Programming (Expert's Voice in Open Source)

Pro OGRE 3D Programming (Expert's Voice in Open Source)

Pro OGRE 3D Programming (Expert's Voice in Open Source)
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Pro OGRE 3D Programming (Expert's Voice in Open Source) Hardback - 2006

by Junker, Gregory

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"Pro OGRE 3D Programming" is a detailed guide to utilizing the OGRE 3D engine. OGRE gives users an object-oriented interface to render 3D scenes independent of the implementation such as Direct3D or OpenGL. OGRE can be utilized to create a variety of 3D-based applications and is commonly used in game creation.

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Apress, 2006-09-26. 1st ed. hardcover. New. 7.24x1.00x9.52. Buy with confidence. Excellent Customer Service & Return policy.
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Details

  • Title Pro OGRE 3D Programming (Expert's Voice in Open Source)
  • Author Junker, Gregory
  • Binding Hardback
  • Edition 1st ed
  • Condition New
  • Pages 290
  • Volumes 1
  • Language ENG
  • Publisher Apress
  • Publication date 2006-09-26
  • Illustrated Yes
  • Features Illustrated, Index, Table of Contents
  • Bookseller's Inventory # DADAX1590597109
  • ISBN 9781590597101 / 1590597109
  • Weight 1.6 lbs (0.73 kg)
  • Dimensions 9.52 x 7.24 x 1 in (24.18 x 18.39 x 2.54 cm)
  • Size 7.24x1.00x9.52
  • Category Computers - Other Applications
  • Library of Congress subjects Computer graphics, Computer games - Programming
  • Library of Congress Catalogue Number 2007296214
  • Dewey Decimal Code 794.815
  • Quantity available 6

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Reader reviews for Pro OGRE 3D Programming (Expert's Voice in Open Source)

From the publisher

Pro OGRE 3D Programming is the first detailed guide to utilizing the Object-Oriented Graphics Rendering Engine (OGRE) 3D engine. OGRE runs on all platforms and provides an object oriented interface to render 3D scenes, independent of the implementation such as Direct3D or OpenGL. While it's most commonly used in game creation, it can be utilized to create a variety of 3D based applications, including architectural visualization and simulations. Pro OGRE 3D Programming is for all programmers who are interested in 3d rendering. The authors begin with obtaining the source code, then move on to using the rendering library, and conclude with the polishing of the final application. A beginning-level knowledge of game design practices, intermediate-level knowledge of the C++ language, and a familiarity with open-source project-management tools such as CVS and Subversion are all recommended.

About the author

Gregory Junker has more than a decade of large-scale software engineering experience. He has been working with 3D and game programming for five years. He is lead designer and engineer on an ambitious combat simulator game targeting next-generation technology.
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