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Game Engine Architecture, Third Edition
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Game Engine Architecture, Third Edition

Game Engine Architecture, Third Edition

Jason Gregory

1240 pages, parution le 15/08/2018

Résumé

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.

Getting Started. Getting the Target Ready. Using the Target. Are we there yet? Putting it all Together. Finally our 1st Game . Refining Our Code. A New 3rd Dimension. Space, the Final Frontier? Recognizable environments. Let's Go Indoors. True Free movement. We Know 3D. Go forth and multiply- Populating the world. Wrangling all that wild data. Expanding to an SDK. And now, the end is Near. Ready made or roll your own? There's more to this than you know.

Jason Gregory has worked as a software engineer in the games industry since March 1999 and as a professional software engineer since 1994. He got his start in game programming at Midway Home Entertainment in San Diego, where he worked on Hydro Thunder 2 and Offroad Thunder, and wrote the Playstation 2/Xbox animation system for Freaky Flyers and Crank the Weasel. In 2003, Jason moved to Electronic Arts Los Angeles, where he worked on engine and gameplay technology for Medal of Honor: Pacific Assault and served as a lead engineer on the Medal of Honor: Airborne project. Jason is currently a Lead Programmer at Naughty Dog Inc., where he and his colleagues are currently working on The Last of Us: Part II for Playstation 4. He also developed engine and gameplay software for every game in the Uncharted series, and The Last of Us on PS3 and PS4, and has also taught courses in game technology at the University of Southern California.

Caractéristiques techniques

  PAPIER
Éditeur(s) Taylor&francis
Auteur(s) Jason Gregory
Parution 15/08/2018
Nb. de pages 1240
EAN13 9781138035454

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