Game Engine Architecture, Third Edition pdf epub mobi txt 电子书 下载 2024


Game Engine Architecture, Third Edition

简体网页||繁体网页
Gregory, Jason
CRC Press
2018-8-16
1240
0
精装
9781138035454

图书标签: 计算机  游戏开发  游戏引擎  C/C++  compiler  C++  计算机科学  编程   


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发表于2024-10-06

Game Engine Architecture, Third Edition epub 下载 mobi 下载 pdf 下载 txt 电子书 下载 2024

Game Engine Architecture, Third Edition epub 下载 mobi 下载 pdf 下载 txt 电子书 下载 2024

Game Engine Architecture, Third Edition pdf epub mobi txt 电子书 下载 2024



图书描述

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.

Game Engine Architecture, Third Edition 下载 mobi epub pdf txt 电子书

著者简介

Jason Gregory has worked as a professional software engineer since 1994. He got his start in game programming in 1999 at Midway Home Entertainment in San Diego, where he wrote tools and engine code, including the Playstation 2/Xbox animation system for Freaky Flyers, Hydro Thunder 2 and Crank the Weasel. In 2003, Jason moved to Electronic Arts Los Angeles, where he worked on engine and game play technology for Medal of Honor: Pacific Assault and served as a lead engineer during the Medal of Honor: Airborne project. Jason is currently a lead programmer at Naughty Dog Inc., where he most recently completed work on The Last of Us. He also developed engine and gameplay technology for Naughty Dog's Uncharted: Drake's Fortune, Uncharted 2: Among Thieves and Uncharted 3: Drake's Deception, and taught courses in game technology at the University of Southern California.


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