Game engine architecture / Jason Gregory.
| Author/creator | Gregory, Jason, 1970- |
| Format | Book |
| Publication Info | Wellesley, Mass. : A K Peters, ©2009. |
| Description | xx, 860 pages : illustrations ; 25 cm |
| Subjects |
| Contents | I. Foundations -- 1. Introduction -- 2. Tools of the trade -- 3. Fundamentals of software engineering for games -- 4. 3D math for games -- II. Low-level engine systems -- 5. Engine support systems -- 6. Resources and the file system -- 7. The game loop and real-time simulation -- 8. Human interface devices (HID) -- 9. Tools for debugging and development -- III. Graphics and motion -- 10. The rendering engine -- 11. Animation systems -- 12. Collision and rigid body dynamics -- IV. Gameplay -- 13. Introduction to gameplay systems -- 14. Runtime gameplay foundation systems -- V. Conclusion -- 15. You mean there's more? |
| Bibliography note | Includes bibliographical references and index. |
| LCCN | 2009013092 |
| ISBN | 9781568814131 (alk. paper) |
| ISBN | 1568814135 (alk. paper) |
Availability
| Library | Location | Call Number | Status | Item Actions |
|---|---|---|---|---|
| Joyner | General Stacks | QA76.76.C672 G77 2009 | ✔ Available | Place Hold |