Foundations Of Game Engine Development Volume 2
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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 |
: Eric Lengyel |
Publisher |
: |
Total Pages |
: |
Release |
: 2021-11-22 |
ISBN-10 |
: 9798985358209 |
ISBN-13 |
: |
Rating |
: 4/5 (09 Downloads) |
Synopsis Foundations of Game Engine Development, Volume 1 by : Eric Lengyel
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 |
: 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 |
: 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 |
: Ian Millington |
Publisher |
: CRC Press |
Total Pages |
: 542 |
Release |
: 2010-07-23 |
ISBN-10 |
: 9780123819772 |
ISBN-13 |
: 0123819776 |
Rating |
: 4/5 (72 Downloads) |
Synopsis Game Physics Engine Development by : Ian Millington
Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine ne
Author |
: Andrew S. Glassner |
Publisher |
: Elsevier |
Total Pages |
: 359 |
Release |
: 1989-06-01 |
ISBN-10 |
: 9780080499055 |
ISBN-13 |
: 0080499058 |
Rating |
: 4/5 (55 Downloads) |
Synopsis An Introduction to Ray Tracing by : Andrew S. Glassner
The creation of ever more realistic 3-D images is central to the development of computer graphics. The ray tracing technique has become one of the most popular and powerful means by which photo-realistic images can now be created. The simplicity, elegance and ease of implementation makes ray tracing an essential part of understanding and exploiting state-of-the-art computer graphics.An Introduction to Ray Tracing develops from fundamental principles to advanced applications, providing "how-to" procedures as well as a detailed understanding of the scientific foundations of ray tracing. It is also richly illustrated with four-color and black-and-white plates. This is a book which will be welcomed by all concerned with modern computer graphics, image processing, and computer-aided design. - Provides practical "how-to" information - Contains high quality color plates of images created using ray tracing techniques - Progresses from a basic understanding to the advanced science and application of ray tracing