Foundations of Game Engine Development, Volume 1
Author | : Eric Lengyel |
Publisher | : |
Total Pages | : |
Release | : 2021-11-22 |
Genre | : |
ISBN | : |
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Author | : Eric Lengyel |
Publisher | : |
Total Pages | : |
Release | : 2021-11-22 |
Genre | : |
ISBN | : |
Author | : Eric Lengyel |
Publisher | : |
Total Pages | : 300 |
Release | : 2018-03 |
Genre | : |
ISBN | : 9780985811754 |
Author | : Eric Lengyel |
Publisher | : |
Total Pages | : 11 |
Release | : 2019-06 |
Genre | : |
ISBN | : 9780985811778 |
Author | : Eric Lengyel |
Publisher | : |
Total Pages | : 11 |
Release | : 2018-12 |
Genre | : |
ISBN | : 9780985811761 |
Author | : Eric Lengyel |
Publisher | : |
Total Pages | : 188 |
Release | : 2016-09-12 |
Genre | : Artificial intelligence |
ISBN | : 9780985811747 |
"The first volume of Foundations of Game Engine Development discusses the mathematics needed by engineers who work on games or other types of virtual simulations. The book begins with conventional treatments of topics such as linear algebra, transforms, and geometry. Then, it introduces Grassmann algebra and geometric algebra to provide a much deeper understanding of the subject matter and highlight the places where traditional arithmetic with vectors, matrices, quaternions, etc."--Provided by Publisher.
Author | : Alan Thorn |
Publisher | : Jones & Bartlett Learning |
Total Pages | : 616 |
Release | : 2011-08-24 |
Genre | : Computers |
ISBN | : 0763784516 |
In clear and concise language, this book examines through examples and exercises both the design and implementation of a video game engine. Specifically, it focuses on the core components of a game engine, audio and sound systems, file and resource management, graphics and optimization techniques, scripting and physics, and much more.
Author | : Eric Lengyel |
Publisher | : |
Total Pages | : |
Release | : 2021-11-22 |
Genre | : |
ISBN | : |
Author | : Eric Lengyel |
Publisher | : Jones & Bartlett Learning |
Total Pages | : 381 |
Release | : 2010-03-05 |
Genre | : Computers |
ISBN | : 0763798967 |
Game Engine Gems brings together in a single volume dozens of new articles from leading professionals in the game development industry. Each "gem" presents a previously unpublished technique related to game engines and real-time virtual simulations. Specific topics include rendering techniques, shaders, scene organization, visibility determination, collision detection, audio, user interface, input devices, memory management, artificial intelligence, resource organization, and cross-platform considerations. A CD-ROM containing all the source codes and demos accompanies the book.
Author | : Jason Gregory |
Publisher | : CRC Press |
Total Pages | : 1018 |
Release | : 2017-03-27 |
Genre | : Computers |
ISBN | : 1466560061 |
Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.
Author | : Victor G Brusca |
Publisher | : Apress |
Total Pages | : 380 |
Release | : 2021-06-29 |
Genre | : Computers |
ISBN | : 9781484270387 |
Start your video game development journey by learning how to build a 2D game engine from scratch. Using Java (with NetBeans as your IDE and using Java’s graphics framework) or by following along in C# (with Visual Studio as your IDE and using the MonoGame framework), you’ll cover the design and implementation of a 2D game engine in detail. Each class will be reviewed with demonstration code. You’ll gain experience using the engine by building a game from the ground up. Introduction to Video Game Engine Development reviews the design and implementation of a 2D game engine in three parts. Part 1 covers the low-level API class by class. You’ll see how to abstract lower-level functionality and design a set of classes that interact seamlessly with each other. You’ll learn how to draw objects, play sounds, render text, and more. In Part 2, you’ll review the mid-level API that is responsible for drawing the game, loading resources, and managing user input. Lastly, in Part 3, you’ll build a game from the ground up following a step-by-step process using the 2D game engine you just reviewed. On completing this book, you’ll have a solid foundation in video game engine design and implementation. You’ll also get exposure to building games from scratch, creating the solid foundation you’ll need to work with more advanced game engines, and industry tools, that require learning complex software, APIs, and IDEs. What You Will Learn Gain experience with lower-level game engine APIs and abstracting framework functionality Write application-level APIs: launching the game, loading resources, settings, processing input, and more Discover cross-platform APIs in the game engine projects written in both Java and C#/MonoGame Develop games with an SDK-based game engine and simplified tool chain focused on direct control of the game through code Master creating games by using the game engine to build a game from the ground up with only code and an IDE Who This Book Is For Those of you out there with some programming experience, moderate to advanced, who want to learn how to write video games using modern game engine designs.