Game Engine Architecture

Лицевая обложка
CRC Press, 15 июн. 2009 г. - Всего страниц: 864

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.


Отзывы - Написать отзыв

Не удалось найти ни одного отзыва.

Избранные страницы


Chapter 1 Introduction
Chapter 2 Tools of the Trade
Chapter 3 Fundamentals of Software Engineering for Games
Chapter 4 3D Math for Games
Part II LowLevel Engine Systems
Chapter 5 Engine Support Systems
Chapter 6 Resources and the File System
Chapter 7 The Game Loop and RealTime Simulation
Part III Graphics and Motion
Chapter 10 The Rendering Engine
Chapter 11 Animation Systems
Chapter 12 Collision and Rigid Body Dynamics
Chapter 13 Introduction to Gameplay Systems
Chapter 14 Runtime Gameplay Foundation Systems
Chapter 15 You Mean Theres More?

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

Другие издания - Просмотреть все

Часто встречающиеся слова и выражения

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.

Библиографические данные