Game Engine Architecture 3rd Edition by Jason Gregory – Ebook PDF Instant Download/Delivery: 9781138035454, 1138035459
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Product details:
ISBN 10: 1138035459
ISBN 13: 9781138035454
Author: Jason Gregory
In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated.
New to the Third Edition
This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of:
- computer and CPU hardware and memory caches,
- compiler optimizations,
- C++ language standardization,
- the IEEE-754 floating-point representation,
- 2D user interfaces,
- plus an entirely new chapter on hardware parallelism and concurrent programming.
This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.
Table of contents:
Part I: Foundations
-
Introduction
-
Tools of the Trade
-
Fundamentals of Software Engineering for Games
-
Parallelism and Concurrent Programming
-
3D Math for Games
Part II: Low-Level Engine Systems
6. Engine Support Systems
7. Resources and the File System
8. The Game Loop and Real-Time Simulation
9. Human Interface Devices
10. Tools for Debugging and Development
Part III: Graphics, Motion and Sound
11. The Rendering Engine
12. Animation Systems
13. Collision and Rigid Body Dynamics
14. Audio
Part IV: Gameplay
15. Introduction to Gameplay Systems
16. Runtime Gameplay Foundation Systems
Part V: Conclusion
17. You Mean There’s More?
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Tags: Jason Gregory, Game Engine Architecture