Game engine architecture / Jason Gregory.
Material type: TextPublisher: Natick, Mass. : A K Peters, [2009]Copyright date: ©2009Description: xx, 860 pages : illustrations ; 25 cmContent type:- text
- unmediated
- volume
- 1568814135
- 9781568814131
- 794.81526 22
- QA76.76.C672 G77 2009
Item type | Current library | Call number | Copy number | Status | Date due | Barcode | |
---|---|---|---|---|---|---|---|
Book | City Campus City Campus Main Collection | 794.81526 GRE (Browse shelf(Opens below)) | 1 | Available | A451313B |
Includes bibliographical references and index.
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?
Machine converted from AACR2 source record.
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