Franklin

Game engine architecture / Jason Gregory ; foreword by Richard Lemarchand

Author/Creator:
Gregory, Jason, 1970- autor
Publication:
Boca Raton, Florida : CRC Press, 2014
Format/Description:
Book
1 recurso en línea (1018 páginas) : ilustraciones
Edition:
Second edition
Status/Location:
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Form/Genre:
Electronic books.
System Details:
text file
Summary:
"A 2010 CHOICE outstanding academic title, this updated book covers the theory and practice of game engine software development. It explains practical concepts and techniques used by real game studios, such as Electronic Arts and Naughty Dog. Suitable for both beginners and seasoned engineers, the text includes all the required mathematical background. Examples are grounded in specific technologies, but the discussions extend beyond any particular engine or API. This edition adds new material, including a chapter on audio"-- Provided by publisher.
Contents:
Front Cover; Contents; Foreword to the First Edition; Foreword to the Second Edition; Preface to the First Edition; Preface to the Second Edition; Acknowledgements; I. Foundations; 1. Introduction; 2. Tools of the Trade; 3. Fundamentals of Software Engineering for Games; 4. 3D Math for Games; II. Low-Level Engine Systems; 5. Engine Support Systems; 6. Resources and the File System; 7. The Game Loop and Real-Time Simulation; 8. Human Interface Devices (HID); 9. Tools for Debugging and Development; III. Graphics, Motion and Sound; 10. The Rendering Engine; 11. Animation Systems. 12. Collision and Rigid Body Dynamics13. Audio; IV. Gameplay; 14. Introduction to Gameplay Systems; 15. Runtime Gameplay Foundation Systems; V. Conclusion; 16. You Mean There's More?; Bibliography.
Notes:
Includes bibliographical references and index.
ISBN:
1-315-10694-9
1-4665-6006-1