Game Engine Architecture, 2nd Edition
معرفی کتاب «Game Engine Architecture, 2nd Edition» نوشتهٔ Brian W. Kernighan، Rob Pike و Gregory, Jason، منتشرشده توسط نشر A K Peters/CRC Press در سال 2015. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
"A 2010 CHOICE outstanding academic title, this updated book covers the theory and practice of game engine software development. It explains practical concepts and techniques used by real game studios, such as Electronic Arts and Naughty Dog. Suitable for both beginners and seasoned engineers, the text includes all the required mathematical background. Examples are grounded in specific technologies, but the discussions extend beyond any particular engine or API. This edition adds new material, including a chapter on audio"-- Read more... Abstract: "A 2010 CHOICE outstanding academic title, this updated book covers the theory and practice of game engine software development. It explains practical concepts and techniques used by real game studios, such as Electronic Arts and Naughty Dog. Suitable for both beginners and seasoned engineers, the text includes all the required mathematical background. Examples are grounded in specific technologies, but the discussions extend beyond any particular engine or API. This edition adds new material, including a chapter on audio" 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 Content: I. Foundations. 1. Introduction -- 2. Tools of the Trade -- 3. Fundamentals of Software Engineering for Games -- 4. 3D Math for Games -- II. Low-Level Engine Systems. 5. Engine Support Systems -- 6. Resources and the File System -- 7. The Game Loop and Real-Time Simulation -- 8. Human Interface Devices (HID) -- 9. Tools for Debugging and Development -- III. Graphics, Motion and Sound. 10. The Rendering Engine -- 11. Animation Systems -- 12. Collision and Rigid Body Dynamics -- 13. Audio. IV. Gameplay. 14. Introduction to Gameplay Systems -- 15. Runtime Gameplay Foundation Systems -- V. Conclusion. 16. You Mean There's More?
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