000 01967cam a2200373 i 4500
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008 100506s2009 maua b 001 0 eng d
010 _a 2009013092
011 _aBIB MATCHES WORLDCAT
020 _a1568814135
_qalk. paper
020 _a9781568814131
_qalk. paper
035 _a(ATU)b11698731
035 _a(OCoLC)313650197
040 _aDLC
_beng
_erda
_cDLC
_dBTCTA
_dYDXCP
_dC#P
_dBWX
_dCDX
_dMNY
_dCHVBK
_dDEBBG
_dATU
050 0 0 _aQA76.76.C672
_bG77 2009
082 0 0 _a794.81526
_222
100 1 _aGregory, Jason,
_d1970-
_eauthor.
_9448705
245 1 0 _aGame engine architecture /
_cJason Gregory.
264 1 _aNatick, Mass. :
_bA K Peters,
_c[2009]
264 4 _c©2009
300 _axx, 860 pages :
_billustrations ;
_c25 cm
336 _atext
_btxt
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_2rdacarrier
504 _aIncludes bibliographical references and index.
505 0 _aI. 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?
588 _aMachine converted from AACR2 source record.
650 0 _aComputer games
_xProgramming
_9328390
650 0 _aComputer architecture.
_9315881
907 _a.b11698731
_b11-07-17
_c27-10-15
998 _ab
_ac
_b06-04-16
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_da
_feng
_gmau
_h0
945 _a794.81526 GRE
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