Provides a comprehensive guide to professional game development Focuses on game engine technologies and architecture Includes all necessary mathematical background Presents extensive references and citations for readers wanting to dig deeper into a particular aspect of the game development process Offers sample materials for a two-semester course on the author’s website Summary 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 today’s 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 Edition Information 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 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated 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 Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that compr
Peso: | 0 kg |
Número de páginas: | 1052 |
Ano de edição: | 2014 |
ISBN 10: | 1466560010 |
ISBN 13: | 9781466560017 |
Idioma : | Inglês |
Tipo de produto : | Livro |
Assuntos : | Engenharia e Tecnologia |
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