New to this edition: update the section on game console HW, extend the rendering chapter, include a section on 2D GUI, new chapter on multiplayer networking, more coverage of the Unity game engine.
New to this edition: update the section on game console HW, extend the rendering chapter, include a section on 2D GUI, new chapter on multiplayer networking, more coverage of the Unity game engine.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
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.
Inhaltsangabe
Section I Foundations Chapter 1 Introduction Chapter 2 Tools of the Trade Chapter 3 Fundamentals of Software Engineering for Games Chapter 4 Parallelism and Concurrent Programming Chapter 5 3D Math for Games Section II Low-Level Engine Systems Chapter 6 Engine Support Systems Chapter 7 Resources and the File System Chapter 8 The Game Loop and Real-Time Simulation Chapter 9 Human Interface Devices Chapter 10 Tools for Debugging and Development Section III Graphics, Motion and Sound Chapter 11 The Rendering Engine Chapter 12 Animation Systems Chapter 13 Collision and Rigid Body Dynamics Chapter 14 Audio Chapter 15 Introduction to Gameplay Systems Chapter 16 Runtime Gameplay Foundation Systems Section V Conclusion Chapter 17 You Mean There's More?
Section I Foundations Chapter 1 Introduction Chapter 2 Tools of the Trade Chapter 3 Fundamentals of Software Engineering for Games Chapter 4 Parallelism and Concurrent Programming Chapter 5 3D Math for Games Section II Low-Level Engine Systems Chapter 6 Engine Support Systems Chapter 7 Resources and the File System Chapter 8 The Game Loop and Real-Time Simulation Chapter 9 Human Interface Devices Chapter 10 Tools for Debugging and Development Section III Graphics, Motion and Sound Chapter 11 The Rendering Engine Chapter 12 Animation Systems Chapter 13 Collision and Rigid Body Dynamics Chapter 14 Audio Chapter 15 Introduction to Gameplay Systems Chapter 16 Runtime Gameplay Foundation Systems Section V Conclusion Chapter 17 You Mean There's More?
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