Game Engine Architecture

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CRC Press, 15 июн. 2009 г. - Всего страниц: 864
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This book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process.

Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.

 

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Содержание

Chapter 1 Introduction
3
Chapter 2 Tools of the Trade
57
Chapter 3 Fundamentals of Software Engineering for Games
91
Chapter 4 3D Math for Games
137
Part II LowLevel Engine Systems
195
Chapter 5 Engine Support Systems
197
Chapter 6 Resources and the File System
261
Chapter 7 The Game Loop and RealTime Simulation
303
Part III Graphics and Motion
397
Chapter 10 The Rendering Engine
399
Chapter 11 Animation Systems
491
Chapter 12 Collision and Rigid Body Dynamics
595
Chapter 13 Introduction to Gameplay Systems
689
Chapter 14 Runtime Gameplay Foundation Systems
711
Chapter 15 You Mean Theres More?
821
References
827

Chapter 8 Human Interface Devices HID
339
Chapter 9 Tools for Debugging and Development
367

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Об авторе (2009)

Jason Gregory has worked as a software engineer in the games industry since March 1999, and as a professional software engineer since 1994. He got his start in game programming at Midway Home Entertainment, where he worked on tools, engine technology and game play code for Hydro Thunder 2 (arcade). He also wrote the Playstation 2/Xbox animation system for Freaky Flyers and Crank the Weasel. In 2003, Jason moved to Electronic Arts Los Angeles, where he worked on engine and game play technology for Medal of Honor: Pacific Assault. Jason is currently a Generalist Programmer at Naughty Dog Inc., working on Uncharted: Drake's Fortune. Jason also teaches courses in game technology at the University of Southern California.

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