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      Game Engine Architecture

      AvJason Gregory

      Inbunden, Engelska, 2018

      958 kr

      Tillfälligt slut

      Fler format och utgåvor

      Häftad

      1 038 kr

      Inbunden

      2 747 kr

      Inbunden

      2 747 kr

      Häftad

      1 036 kr

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      E-bok

      1 243 kr

      E-bok

      1 247 kr

      Övrigt

      5 507 kr

      Beskrivning

      In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated.New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of:computer and CPU hardware and memory cachescompiler optimizationsC++ language standardizationthe IEEE-754 floating-point representation2D user interfacesplus an entirely new chapter on hardware parallelism and concurrent programmingThis book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Key FeaturesCovers both the theory and practice of game engine software developmentExamples are grounded in specific technologies, but discussion extends beyond any particular engine or API.Includes all mathematical background needed.Comprehensive text for beginners and also has content for senior engineers.

      Produktinformation

      • Utgivningsdatum:2018-08-17
      • Mått:201 x 236 x 66 mm
      • Vikt:2 679 g
      • Format:Inbunden
      • Språk:Engelska
      • Antal sidor:1 240
      • Upplaga:3
      • Förlag:Taylor & Francis Ltd
      • ISBN:9781138035454

      Utforska kategorier

      • Spelutveckling och spelprogrammering inom Data och IT
      • Konstböcker inom Kultur
      • Digital animation inom Data och IT

      Mer om författaren

      Jason Gregory has worked as a software engineer in the games industry since March 1999 and as a professional software engineer since 1994. He got his start in game programming at Midway Home Entertainment in San Diego, where he worked on Hydro Thunder 2 and Offroad Thunder, and wrote the Playstation 2/Xbox animation system for Freaky Flyers and Crank the Weasel. In 2003, Jason moved to Electronic Arts Los Angeles, where he worked on engine and gameplay technology for Medal of Honor: Pacific Assault and served as a lead engineer on the Medal of Honor: Airborne project. Jason is currently a Lead Programmer at Naughty Dog Inc., where he and his colleagues are currently working on The Last of Us: Part II for Playstation 4. He also developed engine and gameplay software for every game in the Uncharted series, and The Last of Us on PS3 and PS4, and has also taught courses in game technology at the University of Southern California.

      Innehållsförteckning

      • Section I Foundations Chapter 1 Introduction Chapter 2 Tools of the Trade Chapter 3 Fundamentals of Software Engineering for Games Chapter 4 Parallelism and Concurrent Programming Chapter 5 3D Math for Games Section II Low-Level Engine SystemsChapter 6 Engine Support SystemsChapter 7 Resources and the File System Chapter 8 The Game Loop and Real-Time Simulation Chapter 9 Human Interface Devices Chapter 10 Tools for Debugging and Development Section III Graphics, Motion and Sound Chapter 11 The Rendering Engine Chapter 12 Animation Systems Chapter 13 Collision and Rigid Body Dynamics Chapter 14 Audio Chapter 15 Introduction to Gameplay Systems Chapter 16 Runtime Gameplay Foundation Systems Section V Conclusion Chapter 17 You Mean There’s More?

      Betyg & recensioner

      5/5
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