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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)
Tabla de Contenidos:
  • 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?