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Game engine architecture /

"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,...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Gregory, Jason, 1970- (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Boca Raton, FL : CRC Press, Taylor & Francis Group, [2015]
Edición:Second edition.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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100 1 |a Gregory, Jason,  |d 1970-  |e author. 
245 1 0 |a Game engine architecture /  |c Jason Gregory ; foreword by Richard Lemarchand. 
250 |a Second edition. 
264 1 |a Boca Raton, FL :  |b CRC Press, Taylor & Francis Group,  |c [2015] 
264 4 |c ©2015 
300 |a 1 online resource (989 pages) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
504 |a Includes bibliographical references. 
505 0 |a 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 Dynamics -- 13. Audio. IV. Gameplay. 14. Introduction to Gameplay Systems -- 15. Runtime Gameplay Foundation Systems -- V. Conclusion. 16. You Mean There's More? 
520 |a "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"--  |c Provided by publisher. 
588 0 |a Print version record. 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
650 0 |a Video games  |x Programming  |x Computer programs. 
650 0 |a Software architecture. 
650 0 |a Video games  |x Design. 
650 6 |a Jeux vidéo  |x Programmation  |x Logiciels. 
650 6 |a Architecture logicielle. 
650 6 |a Jeux vidéo  |x Conception. 
650 7 |a Computer games  |x Design  |2 fast 
650 7 |a Software architecture  |2 fast 
776 0 8 |i Print version:  |a Gregory, Jason, 1970-  |t Game engine architecture.  |b Second edition.  |d Boca Raton, FL : CRC Press, Taylor & Francis Group, [2015]  |z 9781466560017  |w (DLC) 2013044336  |w (OCoLC)903974125 
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