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New to this edition: update the section on game console HW, extend the rendering chapter, include a section on 2D GUI, new chapter on multiplayer networking, more coverage of the Unity game engine.
New to this edition: update the section on game console HW, extend the rendering chapter, include a section on 2D GUI, new chapter on multiplayer networking, more coverage of the Unity game engine.
Jason Gregory has worked as a software engineer in the games industry since March 1999 and as a professional software engineer since 1994. He got his start in game programming at Midway Home Entertainment in San Diego, where he worked on Hydro Thunder 2 and Offroad Thunder, and wrote the Playstation 2/Xbox animation system for Freaky Flyers and Crank the Weasel. In 2003, Jason moved to Electronic Arts Los Angeles, where he worked on engine and gameplay technology for Medal of Honor: Pacific Assault and served as a lead engineer on the Medal of Honor: Airborne project. Jason is currently a Lead Programmer at Naughty Dog Inc., where he and his colleagues are currently working on The Last of Us: Part II for Playstation 4. He also developed engine and gameplay software for every game in the Uncharted series, and The Last of Us on PS3 and PS4, and has also taught courses in game technology at the University of Southern California.
Section I Foundations
Chapter 1 Introduction
Chapter 2 Tools of the Trade
Chapter 3 Fundamentals of Software Engineering for Games
Chapter 4 Parallelism and Concurrent Programming
Chapter 5 3D Math for Games
Section II Low-Level Engine Systems
Chapter 6 Engine Support Systems
Chapter 7 Resources and the File System
Chapter 8 The Game Loop and Real-Time Simulation
Chapter 9 Human Interface Devices
Chapter 10 Tools for Debugging and Development
Section III Graphics, Motion and Sound
Chapter 11 The Rendering Engine
Chapter 12 Animation Systems
Chapter 13 Collision and Rigid Body Dynamics
Chapter 14 Audio
Chapter 15 Introduction to Gameplay Systems
Chapter 16 Runtime Gameplay Foundation Systems
Section V Conclusion
Chapter 17 You Mean There's More?
Erscheinungsjahr: | 2018 |
---|---|
Fachbereich: | Computerspiele |
Genre: | Informatik |
Rubrik: | Naturwissenschaften & Technik |
Medium: | Buch |
Inhalt: | Einband - fest (Hardcover) |
ISBN-13: | 9781138035454 |
ISBN-10: | 1138035459 |
Sprache: | Englisch |
Einband: | Gebunden |
Autor: | Gregory, Jason |
Auflage: | 3rd edition |
Hersteller: | Taylor & Francis |
Abbildungen: | coloured and black & white figures, 26 coloured plates |
Maße: | 241 x 198 x 68 mm |
Von/Mit: | Jason Gregory |
Erscheinungsdatum: | 17.08.2018 |
Gewicht: | 2,966 kg |
Jason Gregory has worked as a software engineer in the games industry since March 1999 and as a professional software engineer since 1994. He got his start in game programming at Midway Home Entertainment in San Diego, where he worked on Hydro Thunder 2 and Offroad Thunder, and wrote the Playstation 2/Xbox animation system for Freaky Flyers and Crank the Weasel. In 2003, Jason moved to Electronic Arts Los Angeles, where he worked on engine and gameplay technology for Medal of Honor: Pacific Assault and served as a lead engineer on the Medal of Honor: Airborne project. Jason is currently a Lead Programmer at Naughty Dog Inc., where he and his colleagues are currently working on The Last of Us: Part II for Playstation 4. He also developed engine and gameplay software for every game in the Uncharted series, and The Last of Us on PS3 and PS4, and has also taught courses in game technology at the University of Southern California.
Section I Foundations
Chapter 1 Introduction
Chapter 2 Tools of the Trade
Chapter 3 Fundamentals of Software Engineering for Games
Chapter 4 Parallelism and Concurrent Programming
Chapter 5 3D Math for Games
Section II Low-Level Engine Systems
Chapter 6 Engine Support Systems
Chapter 7 Resources and the File System
Chapter 8 The Game Loop and Real-Time Simulation
Chapter 9 Human Interface Devices
Chapter 10 Tools for Debugging and Development
Section III Graphics, Motion and Sound
Chapter 11 The Rendering Engine
Chapter 12 Animation Systems
Chapter 13 Collision and Rigid Body Dynamics
Chapter 14 Audio
Chapter 15 Introduction to Gameplay Systems
Chapter 16 Runtime Gameplay Foundation Systems
Section V Conclusion
Chapter 17 You Mean There's More?
Erscheinungsjahr: | 2018 |
---|---|
Fachbereich: | Computerspiele |
Genre: | Informatik |
Rubrik: | Naturwissenschaften & Technik |
Medium: | Buch |
Inhalt: | Einband - fest (Hardcover) |
ISBN-13: | 9781138035454 |
ISBN-10: | 1138035459 |
Sprache: | Englisch |
Einband: | Gebunden |
Autor: | Gregory, Jason |
Auflage: | 3rd edition |
Hersteller: | Taylor & Francis |
Abbildungen: | coloured and black & white figures, 26 coloured plates |
Maße: | 241 x 198 x 68 mm |
Von/Mit: | Jason Gregory |
Erscheinungsdatum: | 17.08.2018 |
Gewicht: | 2,966 kg |