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Game Engine Architecture, Second Edition, Gregory Jason

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Автор: Gregory Jason
Название:  Game Engine Architecture, Second Edition
Перевод названия: Грегори Джейсон: Архитектура индустрии компьютерных игр
ISBN: 9781466560017
Издательство: Taylor&Francis
ISBN-10: 1466560010
Обложка/Формат: Hardback
Страницы: 900
Вес: 2.058 кг.
Дата издания: 21.08.2014
Язык: English
Издание: 2 rev ed
Иллюстрации: 7 black & white illustrations, 413 black & white tables
Размер: 242 x 192 x 54
Читательская аудитория: General (us: trade)
Поставляется из: Англии

Hailed as a must-have textbook (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match todays landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine.

New to the Second Edition

  • Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4
  • New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine
  • Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing
  • Insight into the making of Naughty Dogs latest hit, The Last of Us

The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the gameplay foundation layer delves into the games object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI.

An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.

      Старое издание

Game physics engine development

Автор: Millington, Ian
Название: Game physics engine development
ISBN: 0123819768 ISBN-13(EAN): 9780123819765
Издательство: Taylor&Francis
Цена: 8275 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Veteran game programmer/consultant/author Ian Millington brings us a newly revamped and updated edition to a KEY game text that covers the full process of building a physics engine from start to finish--including NEW coverage on casual games and collision detection.

3d game engine design

Автор: Eberly, David H.
Название: 3d game engine design
ISBN: 0122290631 ISBN-13(EAN): 9780122290633
Издательство: Taylor&Francis
Цена: 14519 р.
Наличие на складе: Поставка под заказ.

Описание: Shows step-by-step how to make a shader-based graphics engine and how to tame the technology. This work covers the essential techniques of scene graph management, and methods for managing memory usage in game consoles and portable game players. It also includes shader programming, physics, and memory management for game consoles and portables.

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