000 | 02052cam a2200433 i 4500 | ||
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001 | 9780429295850 | ||
003 | FlBoTFG | ||
005 | 20220724194334.0 | ||
006 | m o d | ||
007 | cr ||||||||||| | ||
008 | 190918s2020 flua ob 001 0 eng | ||
040 |
_aOCoLC-P _beng _erda _cOCoLC-P |
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020 |
_a9780429295850 _qelectronic book |
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020 |
_a0429295855 _qelectronic book |
||
020 |
_z9780367271305 _qpaperback _qacid-free paper |
||
020 |
_z9780367272654 _qhardcover _qacid-free paper |
||
035 | _a(OCoLC)1120787848 | ||
035 | _a(OCoLC-P)1120787848 | ||
050 | 0 | 4 |
_aQA76.76.C672 _bM87 2020 |
082 | 0 | 0 |
_a006.8 _223 |
100 | 1 |
_aMurray, Jeff W., _eauthor. |
|
245 | 1 | 0 |
_aBuilding virtual reality with Unity and SteamVR, / _cJeff W. Murray. |
250 | _aSecond edition. | ||
264 | 1 |
_aBoca Raton, FL : _bCRC Press, Taylor & Francis Group, _c[2020] |
|
300 | _a1 online resource (xxiii, 251 pages) | ||
336 |
_atext _btxt _2rdacontent |
||
337 |
_acomputer _bn _2rdamedia |
||
338 |
_aonline resource _bnc _2rdacarrier |
||
520 |
_a"This book takes a hands-on approach to getting up and running with virtual reality using the Unity game engine. By utilizing the free SteamVR libraries, the book and its example code is compatible with the main virtual reality head mounted displays currently available. The book also takes a look at some of the main issues surrounding virtual reality, such as motion sickness and performance issues, and providing practical ways to reduce their impact to make better VR experiences"-- _cProvided by publisher. |
||
588 | _aOCLC-licensed vendor bibliographic record. | ||
630 | 0 | 0 | _aUnity (Electronic resource) |
630 | 0 | 0 | _aSteam VR. |
650 | 0 |
_aVirtual reality _xComputer programs. |
|
650 | 0 |
_aVideo games _xDesign. |
|
650 | 0 | _aThree-dimensional display systems. | |
856 | 4 | 0 |
_3Read Online _uhttps://www.taylorfrancis.com/books/9780429295850 |
856 | 4 | 2 |
_3OCLC metadata license agreement _uhttp://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf |
942 |
_2lcc _cEBK |
||
999 |
_c16487 _d16487 |