J.グレゴリー著/ゲームエンジン・アーキテクチャ(第4版・全2巻)<br>Game Engine Architecture : Two Volume Set (4TH)

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J.グレゴリー著/ゲームエンジン・アーキテクチャ(第4版・全2巻)
Game Engine Architecture : Two Volume Set (4TH)

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  • ページ数 1424 p.
  • 言語 ENG
  • 商品コード 9781041162605
  • DDC分類 794.81536

Full Description

In this new and improved fourth edition of the highly popular Game Engine Architecture, Jason Gregory draws on his 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.

This fourth edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with new material that includes:

Two brand new chapters covering 3D rendering and photorealistic lighting
A discussion of motion matching technology for character animation
Improved coverage of undefined behavior in the context of compiler optimizations
Fuller coverage of C++ language standards up to C++23
An improved index, plus fixes for various errata found by our readers in previous editions

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.

Key Features

Covers both the theory and practice of game engine software development
Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API
Includes all mathematical background needed
Comprehensive text for beginners and also has content for senior engineers

Contents

Preface, 1 Introduction, 2 Tools of the Trade, 3 Fundamentals of Software Engineering for Games, 4 Parallelism and Concurrent Programming, 5 3D Math for Games, 6 Engine Support Systems, 7 Resources and the File System, 8 The Game Loop and Real-Time Simulation, 9 Human Interface Devices, 10 Tools for Debugging and Development, 11 Rendering, 12 Lighting and Post-Processing, 13 Animation Systems, 14 Collision and Rigid Body Dynamics, 15 Audio, 16 Introduction to Gameplay Systems, 17 Runtime Gameplay Systems, 18 You Mean There's More?

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