GAME ENGINE ARCHITECTURE THIRD EDITION

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Game Engine Architecture Third Edition

Author : Jason Gregory
ISBN : 9781351974288
Genre : Computers
File Size : 32.33 MB
Format : PDF, ePub
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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.
Category: Computers

Game Engine Architecture

Author : Jason Gregory
ISBN : 9781466560062
Genre : Computers
File Size : 31.31 MB
Format : PDF, Mobi
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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 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 game’s 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.
Category: Computers

Game Coding Complete

Author : Mike McShaffry
ISBN : 1584506806
Genre : Computers
File Size : 27.41 MB
Format : PDF, ePub, Docs
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Takes programmers through the complete process of developing a professional quality game, covering a range of topics such as the key "gotcha" issues that could trip up even a veteran programmer, game interface design, game audio, and game engine technology.
Category: Computers

Utilitarianism

Author : John Stuart Mill
ISBN : HARVARD:32044021580402
Genre : Utilitarianism
File Size : 48.22 MB
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Category: Utilitarianism

Unity 4 Game Development Hotshot

Author : Jate Wittayabundit
ISBN : 9781849695596
Genre : Computers
File Size : 28.65 MB
Format : PDF, ePub, Mobi
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An easy-to-follow hands-on step-by-step project. Each project includes the complete source code and assets having screenshots and diagrams. If you are an experienced user who has a basic knowledge of how to use the Unity game engine, or are an intermediate user who wants to learn more tips and tricks in using the Unity game engine, this book is ideal for you.
Category: Computers

Architectural Approach To Level Design

Author : Christopher W. Totten
ISBN : 9781351116282
Genre : Computers
File Size : 53.86 MB
Format : PDF, Kindle
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Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture. Now in its second edition, An Architectural Approach to Level Design presents architectural techniques and theories for you to use in your own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with that space. It also addresses industry issues like how to build interesting tutorial levels and how to use computer-generated level design systems without losing the player-focused design of handmade levels. Throughout the text, you will learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. FEATURES Presents case studies that offer insight on modern level design practices, methods, and tools Presents perspectives from industry designers, independent game developers, scientists, psychologists, and academics Explores how historical structures can teach us about good level design Shows how to use space to guide or elicit emotion from players Includes chapter exercises that encourage you to use principles from the chapter in digital prototypes, playtesting sessions, paper mock-ups, and design journals Bringing together topics in game design and architecture, this book helps you create better spaces for your games. Software independent, the book discusses tools and techniques that you can use in crafting your interactive worlds.
Category: Computers