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Game Engine Architecture, Third Edition读书介绍

类别 页数 译者 网友评分 年代 出版社
书籍 1240页 2020 CRC Press
定价 出版日期 最近访问 访问指数
2020-02-20 … 2020-03-03 … 25
主题/类型/题材/标签
计算机,游戏开发,C/C++,compiler,C++,编程,游戏引擎,#FDP#,
作者
Gregory, Jason      ISBN:9781138035454    原作名/别名:《》
内容和作者简介
Game Engine Architecture, Third Edition摘要

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.

作者简介

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 en...

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