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Game Engine Architecture
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Game Engine Architecture Tapa dura - 2014 - 2nd Edición

de Jason Gregory


Información de la editorial

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 today's 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 Dog's 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 game's 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.

Detalles

  • Título Game Engine Architecture
  • Autor Jason Gregory
  • Encuadernación Tapa dura
  • Número de edición 2nd
  • Edición 2
  • Páginas 1052
  • Volúmenes 1
  • Idioma ENG
  • Editorial A K PETERS
  • Fecha de publicación 2014-08
  • Ilustrado
  • ISBN 9781466560017 / 1466560010
  • Peso 4.35 libras (1.97 kg)
  • Dimensiones 9.4 x 7.6 x 2.1 pulgadas (23.88 x 19.30 x 5.33 cm)
  • Library of Congress subjects Software architecture, Computer games - Design
  • Número de catálogo de la Librería del Congreso de EEUU 2013044336
  • Dewey Decimal Code 794.815
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A K Peters/CRC Press, 2014-08-15. Hardcover. Good. This listing is for Game Engine Architecture, Second Edition This edition is very similar to the most current updated edition, ISBN 1138035459 Please be sure to buy the earlier and much cheaper edition for your class and SAVE MONEY on your textbook expenses! We personally guarantee that you can use this edition for your class. If for some reason you're unhappy with any of our textbooks products, you are welcome to return the book back to us within 30 days of the purchase for a full refund.
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A K Peters/CRC Press, 2014. Second Edition. Hardcover. Near Fine Condition. Near Fine 2014 2nd edition CRC Press hardback, imposing volume. Top front corner pushed only. Immediate dispatch worldwide Quantity Available: 1. Category: Computers & Internet; ISBN: 1466560010. ISBN/EAN: 9781466560017. The photos provided are of our own book, further photos may be arranged upon request. Inventory No: 075903.. 9781466560017
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