skip to content
Game engine architecture Preview this item
ClosePreview this item
Checking...

Game engine architecture

Author: Jason Gregory
Publisher: Boca Raton, FL : CRC Press, Taylor & Francis Group, [2015] ©2015
Edition/Format:   eBook : Document : English : Second editionView all editions and formats
Summary:
"A 2010 CHOICE outstanding academic title, this updated book covers the theory and practice of game engine software development. It explains practical concepts and techniques used by real game studios, such as Electronic Arts and Naughty Dog. Suitable for both beginners and seasoned engineers, the text includes all the required mathematical background. Examples are grounded in specific technologies, but the  Read more...
Rating:

(not yet rated) 0 with reviews - Be the first.

Subjects
More like this

Find a copy online

Links to this item

Find a copy in the library

&AllPage.SpinnerRetrieving; Finding libraries that hold this item...

Details

Genre/Form: Electronic books
Additional Physical Format: Print version:
Gregory, Jason, 1970-
Game engine architecture.
Boca Raton, FL : CRC Press, Taylor & Francis Group, [2015]
(DLC) 2013044336
(OCoLC)903974125
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Jason Gregory
ISBN: 9781466560062 1466560061
OCLC Number: 908078051
Description: 1 online resource (989 pages)
Contents: I. Foundations. 1. Introduction --
2. Tools of the Trade --
3. Fundamentals of Software Engineering for Games --
4. 3D Math for Games --
II. Low-Level Engine Systems. 5. Engine Support Systems --
6. Resources and the File System --
7. The Game Loop and Real-Time Simulation --
8. Human Interface Devices (HID) --
9. Tools for Debugging and Development --
III. Graphics, Motion and Sound. 10. The Rendering Engine --
11. Animation Systems --
12. Collision and Rigid Body Dynamics --
13. Audio. IV. Gameplay. 14. Introduction to Gameplay Systems --
15. Runtime Gameplay Foundation Systems --
V. Conclusion. 16. You Mean There's More?
Responsibility: Jason Gregory ; foreword by Richard Lemarchand.

Abstract:

"A 2010 CHOICE outstanding academic title, this updated book covers the theory and practice of game engine software development. It explains practical concepts and techniques used by real game studios, such as Electronic Arts and Naughty Dog. Suitable for both beginners and seasoned engineers, the text includes all the required mathematical background. Examples are grounded in specific technologies, but the discussions extend beyond any particular engine or API. This edition adds new material, including a chapter on audio"--

Reviews

Editorial reviews

Publisher Synopsis

"... this book is the best of its kind, and you're lucky to have found it. It covers the huge field of game engine architecture in a succinct, clear way, and expertly balances the breadth and depth Read more...

 
User-contributed reviews
Retrieving GoodReads reviews...
Retrieving DOGObooks reviews...

Tags

Be the first.
Confirm this request

You may have already requested this item. Please select Ok if you would like to proceed with this request anyway.

Linked Data


Primary Entity

<http://www.worldcat.org/oclc/908078051> # Game engine architecture
    a schema:Book, schema:MediaObject, schema:CreativeWork ;
    library:oclcnum "908078051" ;
    library:placeOfPublication <http://id.loc.gov/vocabulary/countries/flu> ;
    schema:about <http://experiment.worldcat.org/entity/work/data/192148498#Topic/computer_games_design> ; # Computer games--Design
    schema:about <http://dewey.info/class/794.81536/> ;
    schema:about <http://experiment.worldcat.org/entity/work/data/192148498#Topic/software_architecture> ; # Software architecture
    schema:about <http://experiment.worldcat.org/entity/work/data/192148498#Topic/computer_games_programming_computer_programs> ; # Computer games--Programming--Computer programs
    schema:author <http://experiment.worldcat.org/entity/work/data/192148498#Person/gregory_jason_1970> ; # Jason Gregory
    schema:bookEdition "Second edition." ;
    schema:bookFormat schema:EBook ;
    schema:copyrightYear "2015" ;
    schema:datePublished "2015" ;
    schema:description ""A 2010 CHOICE outstanding academic title, this updated book covers the theory and practice of game engine software development. It explains practical concepts and techniques used by real game studios, such as Electronic Arts and Naughty Dog. Suitable for both beginners and seasoned engineers, the text includes all the required mathematical background. Examples are grounded in specific technologies, but the discussions extend beyond any particular engine or API. This edition adds new material, including a chapter on audio"--"@en ;
    schema:description "I. Foundations. 1. Introduction -- 2. Tools of the Trade -- 3. Fundamentals of Software Engineering for Games -- 4. 3D Math for Games -- II. Low-Level Engine Systems. 5. Engine Support Systems -- 6. Resources and the File System -- 7. The Game Loop and Real-Time Simulation -- 8. Human Interface Devices (HID) -- 9. Tools for Debugging and Development -- III. Graphics, Motion and Sound. 10. The Rendering Engine -- 11. Animation Systems -- 12. Collision and Rigid Body Dynamics -- 13. Audio. IV. Gameplay. 14. Introduction to Gameplay Systems -- 15. Runtime Gameplay Foundation Systems -- V. Conclusion. 16. You Mean There's More?"@en ;
    schema:exampleOfWork <http://worldcat.org/entity/work/id/192148498> ;
    schema:genre "Electronic books"@en ;
    schema:inLanguage "en" ;
    schema:isSimilarTo <http://www.worldcat.org/oclc/903974125> ;
    schema:name "Game engine architecture"@en ;
    schema:productID "908078051" ;
    schema:url <https://proquest.safaribooksonline.com/9781466560017> ;
    schema:url <http://proquest.safaribooksonline.com/9781466560017> ;
    schema:url <http://public.eblib.com/choice/publicfullrecord.aspx?p=1469267> ;
    schema:url <http://proquest.tech.safaribooksonline.de/9781466560017> ;
    schema:url <http://public.ebookcentral.proquest.com/choice/publicfullrecord.aspx?p=4742638> ;
    schema:workExample <http://worldcat.org/isbn/9781466560062> ;
    wdrs:describedby <http://www.worldcat.org/title/-/oclc/908078051> ;
    .


Related Entities

<http://experiment.worldcat.org/entity/work/data/192148498#Person/gregory_jason_1970> # Jason Gregory
    a schema:Person ;
    schema:birthDate "1970" ;
    schema:familyName "Gregory" ;
    schema:givenName "Jason" ;
    schema:name "Jason Gregory" ;
    .

<http://experiment.worldcat.org/entity/work/data/192148498#Topic/computer_games_design> # Computer games--Design
    a schema:Intangible ;
    schema:name "Computer games--Design"@en ;
    .

<http://experiment.worldcat.org/entity/work/data/192148498#Topic/computer_games_programming_computer_programs> # Computer games--Programming--Computer programs
    a schema:Intangible ;
    schema:name "Computer games--Programming--Computer programs"@en ;
    .

<http://experiment.worldcat.org/entity/work/data/192148498#Topic/software_architecture> # Software architecture
    a schema:Intangible ;
    schema:name "Software architecture"@en ;
    .

<http://proquest.tech.safaribooksonline.de/9781466560017>
    rdfs:comment "URL des Erstveröffentlichers" ;
    .

<http://worldcat.org/isbn/9781466560062>
    a schema:ProductModel ;
    schema:isbn "1466560061" ;
    schema:isbn "9781466560062" ;
    .

<http://www.worldcat.org/oclc/903974125>
    a schema:CreativeWork ;
    rdfs:label "Game engine architecture." ;
    schema:description "Print version:" ;
    schema:isSimilarTo <http://www.worldcat.org/oclc/908078051> ; # Game engine architecture
    .


Content-negotiable representations

Close Window

Please sign in to WorldCat 

Don't have an account? You can easily create a free account.