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    Game Engine Architecture

    Two Volume Set

    AvJason Gregory

    Taylor & Francis Ltd

    2026

    5 415 kr

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    Häftad

    1 027 kr

    Inbunden

    2 701 kr

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    Häftad

    1 015 kr

    E-bok

    1 247 kr

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    Tillf. slut

    Beskrivning

    In this new and improved fourth edition of the highly popular Game Engine Architecture, Jason Gregory draws on his 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.This fourth edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with new material that includes:Two brand new chapters covering 3D rendering and photorealistic lightingA discussion of motion matching technology for character animationImproved coverage of undefined behavior in the context of compiler optimizationsFuller coverage of C++ language standards up to C++23An improved index, plus fixes for various errata found by our readers in previous editionsThis 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 APIIncludes all mathematical background neededComprehensive text for beginners and also has content for senior engineers

    Produktinformation

    • Märke:Taylor & Francis Ltd
    • Utgivningsdatum:2026-04-21
    • Höjd:178 x 254 x undefined mm
    • Vikt:4 000 g
    • Språk:Engelska
    • Antal sidor:1 424
    • Upplaga:4
    • Förlag:Taylor & Francis Ltd
    • EAN:9781041162605

    Utforska kategorier

    • Digital animation inom Data och IT
    • Spelutveckling och spelprogrammering 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 tools, engine technology and game play code for Hydro Thunder™ 2 (arcade). He also 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 game play 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 team are working on an exciting new game title for PlayStation® 5. He also developed engine and gameplay software for Naughty Dog's Uncharted: Drake’s Fortune™, Uncharted 2: Among Thieves™, Uncharted 3: Drake's Deception™, Uncharted 4: A Thief's End™, Uncharted: The Lost Legacy™, The Last of Us Part I™ and The Last of Us Part II™ for PlayStation® 5, PlayStation® 4, PlayStation® 3, and PC. Jason has also developed and taught courses in game technology at the University of Southern California.

    Innehållsförteckning

    • Preface, 1 Introduction, 2 Tools of the Trade, 3 Fundamentals of Software Engineering for Games, 4 Parallelism and Concurrent Programming, 5 3D Math for Games, 6 Engine Support Systems, 7 Resources and the File System, 8 The Game Loop and Real-Time Simulation, 9 Human Interface Devices, 10 Tools for Debugging and Development, 11 Rendering, 12 Lighting and Post-Processing, 13 Animation Systems, 14 Collision and Rigid Body Dynamics, 15 Audio, 16 Introduction to Gameplay Systems, 17 Runtime Gameplay Systems, 18 You Mean There’s More?
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