Game Engine Architecture, 2/e (Hardcover)
Jason Gregory
- 出版商: A K Peters
- 出版日期: 2014-08-21
- 售價: $2,980
- 貴賓價: 9.5 折 $2,831
- 語言: 英文
- 頁數: 1052
- 裝訂: Hardcover
- ISBN: 1466560010
- ISBN-13: 9781466560017
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相關分類:
遊戲設計 Game-design
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相關翻譯:
遊戲引擎架構, 2/e (Game Engine Architecture, 2/e) (簡中版)
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其他版本:
Game Engine Architecture, 3/e (Hardcover)
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相關主題
商品描述
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.
商品描述(中文翻譯)
《遊戲引擎架構》第一版被譽為「必備教科書」(CHOICE, 2010年1月),為讀者提供了遊戲引擎軟體開發的理論和實踐的完整指南。第二版更新了內容以符合當今遊戲引擎架構的現狀,繼續全面介紹構成典型商業遊戲引擎的主要組件。
第二版的新增內容包括:
- 關於新主題的資訊,包括最新的C++程式語言變體C++11,以及第八代遊戲主機Xbox One和PlayStation 4的架構
- 新增一章關於音頻技術,涵蓋創建AAA遊戲音頻引擎所需的物理、數學和技術基礎
- 更新了多核編程、流水線CPU架構和優化、本地化、偽向量和Grassman代數、雙四元數、SIMD向量數學、內存對齊和抗鋸齒等部分
- 深入探討了Naughty Dog最新作品《最後生還者》的製作過程
本書介紹了商業遊戲引擎的各個子系統的理論,以及通常用於實現它們的數據結構、算法和軟體接口。主要關注引擎本身,包括許多低層基礎系統、渲染引擎、碰撞系統、物理模擬、角色動畫和音頻。對於「遊戲基礎層」的深入討論涵蓋了遊戲的物件模型、世界編輯器、事件系統和腳本系統。本書還涉及遊戲玩法編程的一些方面,包括玩家機制、攝影機和人工智能。
作為一個增加意識和進一步學習的起點,《遊戲引擎架構》第二版使讀者對每個工程學科的理論和常見實踐有了扎實的理解。本書將幫助讀者在這個迷人而多面向的領域中踏上旅程。