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Game Engine Architecture, Third Edition, Jason Gregory

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    IBAN UA413808050000000026007762985
Game Engine Architecture, Third Edition, Jason Gregory - фото 1 - id-p1066846662

Характеристики та опис

Основні

СтанНовий

Користувальницькі характеристики

Папірбіла, оффсет
Рік2018
Обкладинкатверда
Сторінок1240
МоваАнглійська
In this new and improved third edition of the highly popularGame Engine Architecture,Jason Gregorydraws 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 EditionThis 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 technology development 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.About the AuthorJason Gregoryhas work 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 work 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 work 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 and PS3 PS4, and also has taught courses in game technology at the University of Southern California.

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