Foundations Of Game Engine Development Volume 3
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Author |
: Eric Lengyel |
Publisher |
: |
Total Pages |
: 11 |
Release |
: 2018-12 |
ISBN-10 |
: 0985811765 |
ISBN-13 |
: 9780985811761 |
Rating |
: 4/5 (65 Downloads) |
Synopsis Foundations of Game Engine Development, Volume 3 by : Eric Lengyel
Author |
: Eric Lengyel |
Publisher |
: |
Total Pages |
: 300 |
Release |
: 2018-03 |
ISBN-10 |
: 0985811757 |
ISBN-13 |
: 9780985811754 |
Rating |
: 4/5 (57 Downloads) |
Synopsis Foundations of Game Engine Development, Volume 2 by : Eric Lengyel
Author |
: Eric Lengyel |
Publisher |
: |
Total Pages |
: |
Release |
: 2021-11-22 |
ISBN-10 |
: 9798985358216 |
ISBN-13 |
: |
Rating |
: 4/5 (16 Downloads) |
Synopsis Foundations of Game Engine Development, Volume 2 by : Eric Lengyel
Author |
: Jason Gregory |
Publisher |
: CRC Press |
Total Pages |
: 1240 |
Release |
: 2018-07-20 |
ISBN-10 |
: 9781351974288 |
ISBN-13 |
: 1351974289 |
Rating |
: 4/5 (88 Downloads) |
Synopsis Game Engine Architecture, Third Edition by : Jason Gregory
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. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.
Author |
: Jason Gregory |
Publisher |
: CRC Press |
Total Pages |
: 1042 |
Release |
: 2017-03-27 |
ISBN-10 |
: 9781351605649 |
ISBN-13 |
: 135160564X |
Rating |
: 4/5 (49 Downloads) |
Synopsis Game Engine Architecture by : Jason Gregory
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.
Author |
: James M. Van Verth |
Publisher |
: CRC Press |
Total Pages |
: 706 |
Release |
: 2008-05-19 |
ISBN-10 |
: 9780123742971 |
ISBN-13 |
: 0123742978 |
Rating |
: 4/5 (71 Downloads) |
Synopsis Essential Mathematics for Games and Interactive Applications by : James M. Van Verth
Essential Mathematics for Games and Interactive Applications, 2nd edition presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix multiplication and expands on this foundation to cover such topics as color and lighting, interpolation, animation and basic game physics. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout. The new edition Windows code will now use Visual Studio.NET. There will also be DirectX support provided, along with OpenGL - due to its cross-platform nature. Programmers will find more concrete examples included in this edition, as well as additional information on tuning, optimization and robustness. The book has a companion CD-ROM with exercises and a test bank for the academic secondary market, and for main market: code examples built around a shared code base, including a math library covering all the topics presented in the book, a core vector/matrix math engine, and libraries to support basic 3D rendering and interaction.
Author |
: Grant Palmer |
Publisher |
: Apress |
Total Pages |
: 458 |
Release |
: 2007-12-27 |
ISBN-10 |
: 9781430200215 |
ISBN-13 |
: 1430200219 |
Rating |
: 4/5 (15 Downloads) |
Synopsis Physics for Game Programmers by : Grant Palmer
*Shows how to create realistic action games without assuming college-level Physics (which the majority of gamers won't have); includes necessary physics and mathematics *Ideal for all budding games programmers, with example code in Java, C#, and C *Complements Apress's platform-specific gaming books, like Advanced Java Games Programming and Beginning .NET Games Programming with C#, and the forthcoming Beginning .NET Games Programming in VB.NET *Palmer has strong contacts in the Microsoft Games Division and Electronic Arts, a major gaming producer.
Author |
: Sanjay Madhav |
Publisher |
: Pearson Education |
Total Pages |
: 352 |
Release |
: 2014 |
ISBN-10 |
: 9780321940155 |
ISBN-13 |
: 0321940156 |
Rating |
: 4/5 (55 Downloads) |
Synopsis Game Programming Algorithms and Techniques by : Sanjay Madhav
Game Programming Algorithms and Techniques is a detailed overview of many of the important algorithms and techniques used in video game programming today. Designed for programmers who are familiar with object-oriented programming and basic data structures, this book focuses on practical concepts that see actual use in the game industry. Sanjay Madhav takes a unique platform- and framework-agnostic approach that will help develop virtually any game, in any genre, with any language or framework. He presents the fundamental techniques for working with 2D and 3D graphics, physics, artificial intelligence, cameras, and much more. Each concept is illuminated with pseudocode that will be intuitive to any C#, Java, or C++ programmer, and has been refined and proven in Madhav's game programming courses at the University of Southern California. Review questions after each chapter help solidify the most important concepts before moving on. Madhav concludes with a detailed analysis of two complete games: a 2D iOS side-scroller (written in Objective-Cusing cocos2d) and a 3D PC/Mac/Linux tower defense game (written in C# using XNA/ MonoGame). These games illustrate many of the algorithms and techniques covered in the earlier chapters, and the full source code is available at gamealgorithms.net. Coverage includes Game time management, speed control, and ensuring consistency on diverse hardware Essential 2D graphics techniques for modern mobile gaming Vectors, matrices, and linear algebra for 3D games 3D graphics including coordinate spaces, lighting and shading, z-buffering, and quaternions Handling today's wide array of digital and analog inputs Sound systems including sound events, 3D audio, and digital signal processing Fundamentals of game physics, including collision detection and numeric integration Cameras: first-person, follow, spline, and more Artificial intelligence: pathfinding, state-based behaviors, and strategy/planning User interfaces including menu systems and heads-up displays Scripting and text-based data files: when, how, and where to use them Basics of networked games including protocols and network topology
Author |
: Ian Millington |
Publisher |
: CRC Press |
Total Pages |
: 898 |
Release |
: 2018-12-14 |
ISBN-10 |
: 9781315360577 |
ISBN-13 |
: 1315360578 |
Rating |
: 4/5 (77 Downloads) |
Synopsis Artificial Intelligence for Games by : Ian Millington
Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques. "Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games). Key Features * The first comprehensive, professional tutorial and reference to implement true AI in games written by an engineer with extensive industry experience. * Walks through the entire development process from beginning to end. * Includes examples from over 100 real games, 10 in-depth case studies, and web site with sample code.
Author |
: Avrim Blum |
Publisher |
: Cambridge University Press |
Total Pages |
: 433 |
Release |
: 2020-01-23 |
ISBN-10 |
: 9781108617369 |
ISBN-13 |
: 1108617360 |
Rating |
: 4/5 (69 Downloads) |
Synopsis Foundations of Data Science by : Avrim Blum
This book provides an introduction to the mathematical and algorithmic foundations of data science, including machine learning, high-dimensional geometry, and analysis of large networks. Topics include the counterintuitive nature of data in high dimensions, important linear algebraic techniques such as singular value decomposition, the theory of random walks and Markov chains, the fundamentals of and important algorithms for machine learning, algorithms and analysis for clustering, probabilistic models for large networks, representation learning including topic modelling and non-negative matrix factorization, wavelets and compressed sensing. Important probabilistic techniques are developed including the law of large numbers, tail inequalities, analysis of random projections, generalization guarantees in machine learning, and moment methods for analysis of phase transitions in large random graphs. Additionally, important structural and complexity measures are discussed such as matrix norms and VC-dimension. This book is suitable for both undergraduate and graduate courses in the design and analysis of algorithms for data.