Game Engine Architecture, 3/e (Hardcover)

Jason Gregory

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商品描述

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.

商品描述(中文翻譯)

在這本深受歡迎的《遊戲引擎架構》第三版中,Jason Gregory利用他在Midway、Electronic Arts和Naughty Dog近二十年的經驗,介紹遊戲引擎軟體開發的理論和實踐。本書詳細解釋了AAA遊戲工作室使用的各種技術和技巧,並且以真實的工業級遊戲引擎為例說明它們的角色。

第三版提供了與之前版本相同的全面遊戲引擎架構涵蓋範圍,並更新了以下內容:

- 電腦和CPU硬體以及記憶體快取
- 編譯器優化
- C++語言標準化
- IEEE-754浮點數表示
- 2D使用者介面
- 全新的硬體並行處理和並行編程章節

本書旨在作為入門教材,但對有經驗的遊戲程式設計師來說,也提供了對遊戲開發技術的有用觀點,讓他們對某些方面有更深入的了解。本版提供了大量的參考文獻和引用,使其成為希望深入研究遊戲開發過程中任何特定方面的人的絕佳起點。