Game engine architecture


€103,95
Taal ENG- Engels
Bindwijze Paperback
ISBN/EAN 9781138035454
Genre Onderwijs, Technologie
Doelgroep Volwassenen en jong volwassenen, Tieners en jongvolwassenen
Title: Default Title
Price:
Sale price€103,95

In this renewed third edition of the popular book Game Engine Architecture Jason Gregory shares his nearly twenty years of experience at Midway, Electronic Arts, and Naughty Dog. The book covers both the theory and practice of software development for game engines.

Contents and updates

The technologies and techniques of AAA game studios are extensively explained, with examples from an industrial game engine. The third edition includes current topics such as:

  • Computer and CPU hardware including memory caches
  • Compiler optimizations
  • C++ standardization
  • The IEEE-754 floating-point representation
  • 2D user interfaces
  • A new chapter on hardware parallelism and concurrent programming

Target audience and use

This book is suitable as an introductory text for beginners, but also offers in-depth insights for experienced programmers who want to broaden their knowledge. It contains extensive references for further deepening.

Key features

  • Combination of theory and practice in game engine software development
  • Examples based on specific technologies, but focused on general principles
  • Complete mathematical background for those who need it
  • Excellent for self-study and professional use

This edition is available in English (not a language learning tool). Intertaal is your reliable supplier and guarantees fast delivery of this comprehensive and valuable reference work.

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