Game Engine Architecture, Third Edition by Jason Gregory (2018, Hardcover)

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About this product

Product Identifiers

PublisherA + K Peter's, The Limited
ISBN-101138035459
ISBN-139781138035454
eBay Product ID (ePID)242837448

Product Key Features

Number of Pages1240 Pages
LanguageEnglish
Publication NameGame Engine Architecture, Third Edition
SubjectProgramming / Games, Systems Architecture / General, Computer Graphics, General
Publication Year2018
FeaturesNew Edition
TypeTextbook
AuthorJason Gregory
Subject AreaComputers
FormatHardcover

Dimensions

Item Height2.5 in
Item Weight94.4 Oz
Item Length9.5 in
Item Width7.8 in

Additional Product Features

Edition Number3
Intended AudienceCollege Audience
LCCN2018-004893
Dewey Edition23
IllustratedYes
Dewey Decimal794.81536
Table Of ContentSection I Foundations Chapter 1 Introduction Chapter 2 Tools of the Trade Chapter 3 Fundamentals of Software Engineering for Games Chapter 4 Parallelism and Concurrent Programming Chapter 5 3D Math for Games Section II Low-Level Engine Systems Chapter 6 Engine Support Systems Chapter 7 Resources and the File System Chapter 8 The Game Loop and Real-Time Simulation Chapter 9 Human Interface Devices Chapter 10 Tools for Debugging and Development Section III Graphics, Motion and Sound Chapter 11 The Rendering Engine Chapter 12 Animation Systems Chapter 13 Collision and Rigid Body Dynamics Chapter 14 Audio Chapter 15 Introduction to Gameplay Systems Chapter 16 Runtime Gameplay Foundation Systems Section V Conclusion Chapter 17 You Mean There's More?
Edition DescriptionNew Edition
SynopsisCovers theory and practice of game engine software development, bringing together a wide range of concepts and techniques actually 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. New to this edition: update the section on game console HW, extend the rendering chapter, include a section on 2D GUI, new chapter on multiplayer networking, more coverage of the Unity game engine., 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. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.
LC Classification NumberQA76.76.C672G77 2018

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