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خرید و دانلود نسخه کامل کتاب SDL 3 GAME DEVELOPMENT: GPU API, NATIVE PNG SUPPORT, AND MODERN GRAPHICS: Build Cross-Platform 2D and 3D Games with HDR, Fragment Shaders, and Vulkan/Metal Integration

قیمت اصلی 1,865,000 تومان بود.قیمت فعلی 1,515,000 تومان است.

تعداد فروش: 41

نویسندگان: ELINA SKYLER

فرمت: Kindle Edition or PDF + Converted PDF تاریخ انتشار نسخه الکترونیکی : February 6, 2026

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لینک: https://www.amazon.com/dp/B0GLXNHF4T


زمان تحویل: حداکثر 24 ساعت

2 آیتم آخرین فروخته شده 30 دقیقه
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توضیحات

آنتونی رابینز میگه : من در 40 سالگی به جایی رسیدم که برای رسیدن بهش 82 سال زمان لازمه و این رو مدیون کتاب خواندن زیاد هستم.

 
Build modern cross platform 2D and 3D games with SDL 3’s GPU API, HDR rendering, and Vulkan or Metal level control, without guessing why a frame went black.Working with SDL 3 and explicit GPU APIs can feel fragile: one wrong swapchain setting, a bad shader binary, or a missing barrier, and all you get is a blank window and no clear path to a fix. This book gives you a complete, step by step rendering pipeline that you can test, capture, and prove, from the first clear color to HDR10 PQ output.You learn how to treat each frame as evidence. Every feature, from PNG uploads to post processing chains and HDR tonemapping, ships with a reference capture, a diffable image, or a measured report, so you always know what changed and why.Set up SDL_GPUDevice, command buffers, and swapchain textures in a predictable render loopDefine a robust render contract for coordinate systems, depth range, and swapchain compositionLoad PNG textures with SDL3_image and stage GPU texture uploads without per frame hitchesStandardize binding order and build portable shader binary pipelines with SDL_shadercross targeting Vulkan and MetalDebug black frames using labeled render passes, frame captures, and swapchain timing tracesCalibrate SDR white point, preserve HDR headroom, and add controlled HDR10 PQ outputConstruct post processing chains, validate GPU texture sampling between passes, and lock in multi stage capturesStabilize resource lifetimes, prevent command buffer reuse hazards, and verify render pass attachment safetyMeasure frame time variance, track memory growth, and enforce shader binary versioning across buildsRun a final validation suite that replays key scenes, compares diffable images, and checks performance reportsThe book includes structured checklists, reference captures, and diffable test images for key milestones, plus a final validation suite that you can rerun after refactors to catch regressions in both visuals and performance.This is a code heavy guide: you get complete C and C++ examples that compile against SDL 3’s GPU API, build shader binaries with SDL_shadercross, and drive real render passes, so you can move from reading to running on your own project quickly.If you want SDL 3 rendering that survives real workloads, refactors, and platform changes, grab your copy today and put a proven GPU pipeline behind your game.

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