| 000 -LEADER |
| fixed length control field |
02078 a2200337 4500 |
| 003 - CONTROL NUMBER IDENTIFIER |
| control field |
Nust |
| 005 - DATE AND TIME OF LATEST TRANSACTION |
| control field |
20170207154018.0 |
| 010 ## - LIBRARY OF CONGRESS CONTROL NUMBER |
| LC control number |
2005296243 |
| 020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
| International Standard Book Number |
0596007302 |
| 024 3# - OTHER STANDARD IDENTIFIER |
| Standard number or code |
9780596007300 |
| 035 ## - SYSTEM CONTROL NUMBER |
| System control number |
(OCoLC)ocm60690639 |
| 040 ## - CATALOGING SOURCE |
| Transcribing agency |
Nust |
| 082 00 - DEWEY DECIMAL CLASSIFICATION NUMBER |
| Classification number |
794.81526 |
| 100 1# - MAIN ENTRY--PERSONAL NAME |
| Personal name |
Davison, Andrew. |
| 245 10 - TITLE STATEMENT |
| Title |
Killer game programming in Java /(E-BOOK) |
| Statement of responsibility, etc. |
Andrew Davison. |
| 246 30 - VARYING FORM OF TITLE |
| Title proper/short title |
Killer game programming |
| 250 ## - EDITION STATEMENT |
| Edition statement |
1st ed. |
| 260 ## - PUBLICATION, DISTRIBUTION, ETC. |
| Place of publication, distribution, etc. |
Sebastopol, CA : |
| Name of publisher, distributor, etc. |
O'Reilly Media, |
| Date of publication, distribution, etc. |
c2005. |
| 300 ## - PHYSICAL DESCRIPTION |
| Extent |
xxiv, 969 p. : |
| Other physical details |
ill. ; |
| Dimensions |
24 cm. |
| 500 ## - GENERAL NOTE |
| General note |
"Java gaming & graphics programming"--Cover. |
| 500 ## - GENERAL NOTE |
| General note |
Includes index. |
| 505 ## - FORMATTED CONTENTS NOTE |
| Formatted contents note |
Chapter 1. Why Java for Games Programming?, Chapter 2. An Animation Framework, Chapter 3. Worms in Windows and Applets, Chapter 4. Full-Screen Worms, Chapter 5. An Introduction to Java Imaging, Chapter 6. Image Loading, Visual Effects, and Animation, Chapter 7. Introducing Java Sound, Chapter 8. Loading and Playing Sounds, Chapter 9. Audio Effects, Chapter 11. Sprites, Chapter 12. A Side-Scroller, Chapter 13. An Isometric Tile Game, Chapter 14. Introducing Java 3D, Chapter 15. A 3D Checkerboard: Checkers3D, Chapter 16. Loading and Manipulating External Models, Chapter 17. Using a Lathe to Make Shapes, Chapter 18. 3D Sprites, Chapter 19. Animated 3D Sprites, Chapter 20. An Articulated, Moveable Figure, Chapter 21. Particle Systems, Chapter 22. Flocking Boids, Chapter 23. Shooting a Gun, Chapter 24. A First-Person Shooter, Chapter 25. A 3D Maze. |
| 650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
| Topical term or geographic name entry element |
Computer animation |
| 650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
| Topical term or geographic name entry element |
Computer drawing |
| 650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
| Topical term or geographic name entry element |
Computer games |
| General subdivision |
Programming. |
| 650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
| Topical term or geographic name entry element |
Java (Computer program language) |
| 651 ## - SUBJECT ADDED ENTRY--GEOGRAPHIC NAME |
| Geographic name |
Killer game programming in Java /(E-BOOK) |
| 856 42 - ELECTRONIC LOCATION AND ACCESS |
| Materials specified |
Contributor biographical information |
| Uniform Resource Identifier |
<a href="http://www.loc.gov/catdir/enhancements/fy0912/2005296243-b.html">http://www.loc.gov/catdir/enhancements/fy0912/2005296243-b.html</a> |
| 856 42 - ELECTRONIC LOCATION AND ACCESS |
| Materials specified |
Publisher description |
| Uniform Resource Identifier |
<a href="http://www.loc.gov/catdir/enhancements/fy0715/2005296243-d.html">http://www.loc.gov/catdir/enhancements/fy0715/2005296243-d.html</a> |
| 856 42 - ELECTRONIC LOCATION AND ACCESS |
| Materials specified |
Table of contents only |
| Uniform Resource Identifier |
<a href="http://www.loc.gov/catdir/enhancements/fy1010/2005296243-t.html">http://www.loc.gov/catdir/enhancements/fy1010/2005296243-t.html</a> |
| 942 ## - ADDED ENTRY ELEMENTS (KOHA) |
| Source of classification or shelving scheme |
|
| Koha item type |
Book |