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Game engine architecture
Game engine architecture






game engine architecture

10.9 In-Game Memory Stats and Leak Detection.10.5 Debug Cameras and Pausing the Game.9.6 Human Interface Devices in Practice.8 The Game Loop and Real-Time Simulation.5.5 Comparison of Rotational Representations.4.8 Some Rules of Thumb for Concurrency.4.7 Problems with Lock-Based Concurrency.4.5 Introduction to Concurrent Programming.4.1 Defining Concurrency and Parallelism.4 Parallelism and Concurrent Programming.3 Fundamentals of Software Engineering for Games.2.4 Memory Leak and Corruption Detection.Comprehensive text for beginners and also has content for senior engineers.Includes all mathematical background needed.Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API.

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  • Covers both the theory and practice of game engine software development.
  • 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. 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.
  • plus an entirely new chapter on hardware parallelism and concurrent programming.
  • the IEEE-754 floating-point representation,.
  • computer and CPU hardware and memory caches,.
  • This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: 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. 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.








    Game engine architecture