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Image of - Game Engine Architecture | 2nd Edition | Hardcover
Game Engine Architecture | 2nd Edition | Hardcover

Game Engine Architecture | 2nd Edition | Hardcover

by Gregory

Hailed as a must-have textbook (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match todays landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine.New to the Second EditionInformation on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engineUpdated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dogs latest hit, The Last of UsThe book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the gameplay foundation layer delves into the games object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI.An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.

Highlights

  • binding-icon

    9781466560017

    ISBN:

  • binding-icon

    Gregory

    Author:

  • binding-icon

    1052

    Pages:

  • binding-icon

    1970 gm

    Weight:

  • langauage-icon

    English

    Language:

  • date-icon

    2014

    Year:

  • edition-icon

    2nd Edition

    Edition:

  • binding-icon

    Hardcover

    Binding:

5644

7055

Hailed as a must-have textbook (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match todays landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine.New to the Second EditionInformation on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engineUpdated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dogs latest hit, The Last of UsThe book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the gameplay foundation layer delves into the games object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI.An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.

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