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    Grome Terrain Modeling with Ogre3D, UDK, and Unity3D. Create massive terrains and export them to the most popular game engines

    (ebook) (audiobook) (audiobook) Język publikacji: angielski
    Grome Terrain Modeling with Ogre3D, UDK, and Unity3D. Create massive terrains and export them to the most popular game engines Richard A. Hawley - okładka ebooka

    Grome Terrain Modeling with Ogre3D, UDK, and Unity3D. Create massive terrains and export them to the most popular game engines Richard A. Hawley - okładka ebooka

    Grome Terrain Modeling with Ogre3D, UDK, and Unity3D. Create massive terrains and export them to the most popular game engines Richard A. Hawley - okładka audiobooka MP3

    Grome Terrain Modeling with Ogre3D, UDK, and Unity3D. Create massive terrains and export them to the most popular game engines Richard A. Hawley - okładka audiobooks CD

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    O autorze ebooka

    Richard Hawley started programming in the early 1980s at the start of the home computer craze with the Sinclair ZX-81. Before leaving high school he had worked on three game projects for Assassin Software and later worked on conversions of classic strategy board games for 8- to 16-bit machines. He went on to develop end-user tools for popular flight simulations including Empire Interactives Enemy Engaged helicopter series and the highly successful Origin Janes Longbow series (MissioneerPlus). Hes the director of Tricubic Studios, a small UK company dedicated to creating simulation and training environments using off-the-shelf 3D engines including Unity and Leadwerks. Together with technical artist David Hopkinson (Total War: English Civil War conversion) and physics guru Fred Naar (creator of Helicopter Total Realism for Microsoft Flight Simulator X) they are collectively known for their work on helicopter simulations.

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