|Eingestellt in Kategorie:
Ähnlichen Artikel verkaufen?

Game Engine Architektur

Artikelzustand:
Gut
EX-LIBRARY No Writing Inside.
Preis:
US $23,73
Ca.CHF 21,28
Versand:
Kostenlos Sparversand. Weitere Detailsfür Versand
Standort: Boston, Massachusetts, USA
Lieferung:
Lieferung zwischen Fr, 7. Jun und Mo, 10. Jun nach 43230 bei heutigem Zahlungseingang
Wir wenden ein spezielles Verfahren zur Einschätzung des Liefertermins an – in diese Schätzung fließen Faktoren wie die Entfernung des Käufers zum Artikelstandort, der gewählte Versandservice, die bisher versandten Artikel des Verkäufers und weitere ein. Insbesondere während saisonaler Spitzenzeiten können die Lieferzeiten abweichen.
Rücknahmen:
30 Tage Rückgabe. Verkäufer zahlt Rückversand. Weitere Details- Informationen zu Rückgaben
Zahlungen:
     

Sicher einkaufen

eBay-Käuferschutz
Geld zurück, wenn etwas mit diesem Artikel nicht stimmt. 

Angaben zum Verkäufer

Angemeldet als gewerblicher Verkäufer
Der Verkäufer ist für dieses Angebot verantwortlich.
eBay-Artikelnr.:166751137357
Zuletzt aktualisiert am 08. Mai. 2024 02:21:43 MESZAlle Änderungen ansehenAlle Änderungen ansehen

Artikelmerkmale

Artikelzustand
Gut
Buch, das gelesen wurde, sich aber in einem guten Zustand befindet. Der Einband weist nur sehr geringfügige Beschädigungen auf, wie z.B. kleinere Schrammen, er hat aber weder Löcher, noch ist er eingerissen. Bei gebundenen Büchern ist der Schutzumschlag möglicherweise nicht mehr vorhanden. Die Bindung weist geringfügige Gebrauchsspuren auf. Die Mehrzahl der Seiten ist unbeschädigt, das heißt, es gibt kaum Knitter oder Einrisse, es wurden nur in geringem Maße Bleistiftunterstreichungen im Text vorgenommen, es gibt keine Textmarkierungen und die Randbereiche sind nicht beschrieben. Alle Seiten sind vollständig vorhanden. Genauere Einzelheiten sowie eine Beschreibung eventueller Mängel entnehmen Sie bitte dem Angebot des Verkäufers. Alle Zustandsdefinitionen ansehenwird in neuem Fenster oder Tab geöffnet
Hinweise des Verkäufers
“EX-LIBRARY No Writing Inside.”
ISBN
1568814135
ISBN10
1568814135
ISBN13
9781568814131
EAN
9781568814131
MPN
does not apply
Brand
A K Peters/CRC Press
GTIN
09781568814131
Item Length
9.5in
Publisher
A + K Peter's, The Limited
Publication Year
2009
Type
Textbook
Format
Hardcover
Language
English
Item Height
1.8in
Author
Jason Gregory
Genre
Computers
Topic
Programming / Games, Systems Architecture / General
Item Width
7.5in
Item Weight
58.5 Oz
Number of Pages
864 Pages

Über dieses Produkt

Product Information

This book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.

Product Identifiers

Publisher
A + K Peter's, The Limited
ISBN-10
1568814135
ISBN-13
9781568814131
eBay Product ID (ePID)
72400439

Product Key Features

Author
Jason Gregory
Format
Hardcover
Language
English
Topic
Programming / Games, Systems Architecture / General
Publication Year
2009
Type
Textbook
Genre
Computers
Number of Pages
864 Pages

Dimensions

Item Length
9.5in
Item Height
1.8in
Item Width
7.5in
Item Weight
58.5 Oz

Additional Product Features

Lc Classification Number
Qa76.76.C672g77 2009
Reviews
A 2010 CHOICE Outstanding Academic Title This course resource provides an excellent, comprehensive look at every major system and issue related to modern game development ... a must-have textbook for computer science, software engineering, or game programming majors, amateur hobbyists, game 'modders,' and game developers. --A. Chen, CHOICE, January 2010 ... it looks like most of the critical areas and concepts are touched on. ... it looks like you'll have some reasonably deep understanding of the elements that go into making a game engine. Quite an impressive work, and I know of nothing else in this area that is so detailed. --Eric Haines, www.realtimerendering.com/blog/, July 2009 Jason Gregory draws upon his many years of experience and expertise to create a complete and comprehensive textbook on the theory and practice of game engine software development. Informed and informative, replete with examples for every aspect of the game development process, and fully accessible to aspiring game engine developers as well as a very useful reference for even experienced technicians in the field, Game Engine Architectureis an invaluable, thoroughly 'user friendly', and highly recommended core addition to personal, professional, and academic Computer Science reference and resource collections in general, as well as gaming engine design instructional reading lists in particular. --The Midwest Book Review, September 2009 The book contains a huge amount of data on specifics to consider when developing a game engine. --Gamasutra.com, November 2009 Game Engine Architectureby Jason Gregory has been named a finalist for the Game Developer's 2009 Front Line Award. --PR Newswire, December 2009, A 2010 CHOICE Outstanding Academic Title This course resource provides an excellent, comprehensive look at every major system and issue related to modern game development ... a must-have textbook for computer science, software engineering, or game programming majors, amateur hobbyists, game 'modders,' and game developers. --A. Chen, CHOICE, January 2010 ... it looks like most of the critical areas and concepts are touched on. ... it looks like you'll have some reasonably deep understanding of the elements that go into making a game engine. Quite an impressive work, and I know of nothing else in this area that is so detailed.  --Eric Haines, www.realtimerendering.com/blog/, July 2009 Jason Gregory draws upon his many years of experience and expertise to create a complete and comprehensive textbook on the theory and practice of game engine software development. Informed and informative, replete with examples for every aspect of the game development process, and fully accessible to aspiring game engine developers as well as a very useful reference for even experienced technicians in the field, Game Engine Architecture is an invaluable, thoroughly 'user friendly', and highly recommended core addition to personal, professional, and academic Computer Science reference and resource collections in general, as well as gaming engine design instructional reading lists in particular.  --The Midwest Book Review, September 2009 The book contains a huge amount of data on specifics to consider when developing a game engine. --Gamasutra.com, November 2009 Game Engine Architecture by Jason Gregory has been named a finalist for the Game Developer's 2009 Front Line Award. --PR Newswire, December 2009, A 2010 CHOICE Outstanding Academic Title This course resource provides an excellent, comprehensive look at every major system and issue related to modern game development a must-have textbook for computer science, software engineering, or game programming majors, amateur hobbyists, game 'modders,' and game developers. â€�A. Chen, CHOICE, January 2010 it looks like most of the critical areas and concepts are touched on. it looks like you "ll have some reasonably deep understanding of the elements that go into making a game engine. Quite an impressive work, and I know of nothing else in this area that is so detailed. â€�Eric Haines, www.realtimerendering.com/blog/, July 2009 Jason Gregory draws upon his many years of experience and expertise to create a complete and comprehensive textbook on the theory and practice of game engine software development. Informed and informative, replete with examples for every aspect of the game development process, and fully accessible to aspiring game engine developers as well as a very useful reference for even experienced technicians in the field, Game Engine Architectureis an invaluable, thoroughly 'user friendly', and highly recommended core addition to personal, professional, and academic Computer Science reference and resource collections in general, as well as gaming engine design instructional reading lists in particular. â€�The Midwest Book Review, September 2009 The book contains a huge amount of data on specifics to consider when developing a game engine. â€�Gamasutra.com, November 2009 Game Engine Architectureby Jason Gregory has been named a finalist for the Game Developer's 2009 Front Line Award. â€�PR Newswire, December 2009, A 2010 CHOICE Outstanding Academic Title This course resource provides an excellent, comprehensive look at every major system and issue related to modern game developmentea must-have textbook for computer science, software engineering, or game programming majors, amateur hobbyists, game 'modders,' and game developers. e"A. Chen, CHOICE, January 2010 e it looks like most of the critical areas and concepts are touched on. e it looks like youe(tm)ll have some reasonably deep understanding of the elements that go into making a game engine. Quite an impressive work, and I know of nothing else in this area that is so detailed. e"Eric Haines, www.realtimerendering.com/blog/, July 2009 Jason Gregory draws upon his many years of experience and expertise to create a complete and comprehensive textbook on the theory and practice of game engine software development. Informed and informative, replete with examples for every aspect of the game development process, and fully accessible to aspiring game engine developers as well as a very useful reference for even experienced technicians in the field, Game Engine Architecture is an invaluable, thoroughly 'user friendly', and highly recommended core addition to personal, professional, and academic Computer Science reference and resource collections in general, as well as gaming engine design instructional reading lists in particular. e"The Midwest Book Review, September 2009 The book contains a huge amount of data on specifics to consider when developing a game engine. e"Gamasutra.com, November 2009 Game Engine Architecture by Jason Gregory has been named a finalist for the Game Developer's 2009 Front Line Award. e"PR Newswire, December 2009, A 2010 CHOICE Outstanding Academic Title This course resource provides an excellent, comprehensive look at every major system and issue related to modern game development … a must-have textbook for computer science, software engineering, or game programming majors, amateur hobbyists, game 'modders,' and game developers. -A. Chen, CHOICE, January 2010 … it looks like most of the critical areas and concepts are touched on. … it looks like you'll have some reasonably deep understanding of the elements that go into making a game engine. Quite an impressive work, and I know of nothing else in this area that is so detailed. -Eric Haines, www.realtimerendering.com/blog/, July 2009 Jason Gregory draws upon his many years of experience and expertise to create a complete and comprehensive textbook on the theory and practice of game engine software development. Informed and informative, replete with examples for every aspect of the game development process, and fully accessible to aspiring game engine developers as well as a very useful reference for even experienced technicians in the field, Game Engine Architectureis an invaluable, thoroughly 'user friendly', and highly recommended core addition to personal, professional, and academic Computer Science reference and resource collections in general, as well as gaming engine design instructional reading lists in particular. -The Midwest Book Review, September 2009 The book contains a huge amount of data on specifics to consider when developing a game engine. -Gamasutra.com, November 2009 Game Engine Architectureby Jason Gregory has been named a finalist for the Game Developer's 2009 Front Line Award. -PR Newswire, December 2009, . . . it looks like most of the critical areas and concepts are touched on. You won't become an expert in any one area from this volume, but it looks like you'll have some reasonably deep understanding of the elements that go into making a game engine. Quite an impressive work, and I know of nothing else in this area that is so detailed. -- Eric Haines, http://www.realtimerendering.com/blog/, July 2009Jason Gregory draws upon his many years of experience and expertise to create a complete and comprehensive textbook on the theory and practice of game engine software development. Informed and informative, replete with examples for every aspect of the game development process, and fully accessible to aspiring game engine developers as well as a very useful reference for even experienced technicians in the field, "Game Engine Architecture" is an invaluable, thoroughly 'user friendly', and highly recommended core addition to personal, professional, and academic Computer Science reference and resource collections in general, as well as gaming engine design instructional reading lists in particular. -- The Midwest Book Review , September 2009Game Engine Architecture by Jason Gregory is now being featured by OGRE. Check out this link! -- OGRE, September 2009Gamasutra presents an excerpt from Naughty Dog programmer Jason Gregory's Game Engine Architecture , the book contains a huge amount of data on specifics to consider when developing a game engine. Click on the link above for details! -- Gamasutra.com, November 2009Game Engine Architecture by Jason Gregory has been named a finalist for the Game Developer's 2009 Front Line Award. Click on the link above for the full article! -- PR Newswire, December 2009This course resource provides an excellent, comprehensive look at every major system and issue related to modern game development ... a must-have textbook for computer science, software engineering, or game programming majors, amateur hobbyists, game "modders," and game developers. -- A. Chen, CHOICE Magazine , January 2010
Publication Name
Game Engine Architecture
Table of Content
I Foundations Introduction Structure of a Typical Game Team What Is a Game? What Is a Game Engine? Engine Differences Across Genres Game Engine Survey Runtime Engine Architecture Tools and the Asset Pipeline Tools of the Trade Version Control Microsoft Visual Studio Profiling Tools Memory Leak and Corruption Detection Other Tools Fundamentals of Software Engineering for Games C++ Review and Best Practices Data, Code, and Memory in C/C++ Catching and Handling Errors 3D Math for Games Solving 3D Problems in 2D Points and Vectors Matrices Quaternions Comparison of Rotational Representations Other Useful Mathematical Objects Hardware-Accelerated SIMD Math Random Number Generation II Low-Level Engine Systems Engine Support Systems Subsystem Start-Up and Shut-Down Memory Management Containers Strings Engine Configuration Resources and the File System File System The Resource Manager The Game Loop and Real-Time Simulation The Rendering Loop The Game Loop Game Loop Architectural Styles Abstract Timelines Measuring and Dealing with Time Multiprocessor Game Loops Networked Multiplayer Game Loops Human Interface Devices (HID) Types of Human Interface Devices Interfacing with a HID Types of Inputs Types of Outputs Game Engine HID Systems Human Interface Devices in Practice Tools for Debugging and Development Logging and Tracing Debug Drawing Facilities In-Game Menus In-Game Console Debug Cameras and Pausing the Game Cheats Screen Shots and Movie Capture In-Game Profiling III Graphics and Motion The Rendering Engine Foundations of Depth-Buffered Triangle Rasterization The Rendering Pipeline Advanced Lighting and Global Illumination Visual Effects and Overlays Animation Systems Types of Character Animation Skeletons Poses Clips Skinning and Matrix Palette Generation Animation Blending Post-Processing Compression Techniques Animation System Architecture The Animation Pipeline Action State Machines Animation Controllers Collision and Rigid Body Dynamics Do You Want Physics in Your Game? Collision/Physics Middleware The Collision Detection System Rigid Body Dynamics Integrating a Physics Engine into Your Game A Look Ahead: Advanced Physics Features IV Gameplay Introduction to Gameplay Systems Anatomy of a Game World Implementing Dynamic Elements: Game Objects Data-Driven Game Engines The Game World Editor Runtime Gameplay Foundation Systems Components of the Gameplay Foundation System Runtime Object Model Architectures World Chunk Data Formats Loading and Streaming Game Worlds Object References and World Queries Updating Game Objects in Real Time Events and Message-Passing Scripting High-Level Game Flow V Conclusion You Mean There's More? Some Engine Systems We Didn't Cover Gameplay Systems
Copyright Date
2009
Target Audience
College Audience
Lccn
2009-013092
Dewey Decimal
794.8/1526
Dewey Edition
22
Illustrated
Yes

Artikelbeschreibung des Verkäufers

South Boston Books

South Boston Books

100% positive Bewertungen
11 Tsd. Artikel verkauft
Shop besuchenKontakt

Detaillierte Verkäuferbewertungen

Durchschnitt in den letzten 12 Monaten

Genaue Beschreibung
5.0
Angemessene Versandkosten
5.0
Lieferzeit
5.0
Kommunikation
5.0

Beliebte Kategorien in diesem Shop

Angemeldet als gewerblicher Verkäufer

Verkäuferbewertungen (5'525)

n***n (535)- Bewertung vom Käufer.
Letzter Monat
Bestätigter Kauf
Excellent book! Great price! Thanks! A+
k***1 (343)- Bewertung vom Käufer.
Letzter Monat
Bestätigter Kauf
Very pleased! Thank you!
f***s (1767)- Bewertung vom Käufer.
Letzter Monat
Bestätigter Kauf
Perfect transaction. Very nice item, just as described and photographed. A+ packaging and quick shipping. 5-Star Seller. Thanks!