000 | 01967cam a2200373 i 4500 | ||
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005 | 20211104093713.0 | ||
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 |
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336 |
_atext _btxt _2rdacontent |
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337 |
_aunmediated _bn _2rdamedia |
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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 _cm _da _feng _gmau _h0 |
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945 |
_a794.81526 GRE _g1 _iA451313B _j0 _lcmain _o- _p$88.54 _q- _r- _s- _t0 _u3 _v0 _w0 _x1 _y.i13010785 _z29-10-15 |
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942 | _cB | ||
999 |
_c1208070 _d1208070 |