Jason Gregory has worked as a professional software engineer since 1994. He got his start in game programming in 1999 at Midway Home Entertainment in San Diego, where he wrote tools and engine code, including the Playstation 2/Xbox animation system for Freaky Flyers, Hydro Thunder 2 and Crank the Weasel. In 2003, Jason moved to Electronic Arts Los Angeles, where he worked on engine and game play technology for Medal of Honor: Pacific Assault and served as a lead engineer during the Medal of Honor: Airborne project. Jason is currently a lead programmer at Naughty Dog Inc., where he most recently completed work on The Last of Us. He also developed engine and gameplay technology for Naughty Dog's Uncharted: Drake's Fortune, Uncharted 2: Among Thieves and Uncharted 3: Drake's Deception, and taught courses in game technology at the University of Southern California.
In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated.
New to the Third Edition
This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of:
computer and CPU hardware and memory caches,
compiler optimizations,
C++ language standardization,
the IEEE-754 floating-point representation,
2D user interfaces,
plus an entirely new chapter on hardware parallelism and concurrent programming.
This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.
發表於2024-11-24
Game Engine Architecture, Third Edition 2024 pdf epub mobi 電子書 下載
這本書算是遊戲引擎方麵最好的一本書瞭.非常清楚和詳細講解瞭遊戲引擎的架構,而且包含大量豐富的細節.仔細讀的話很有收獲. 亮點: 1.講解現代遊戲引擎架構,非常新的實例.包括作者自己公司的引擎和商業引擎例如Unreal的實例. 2.清楚的講解實現細節.代碼少而思想多.往往一段話就...
評分圖書標籤: 計算機 遊戲開發 遊戲引擎 C/C++ compiler C++ 計算機科學 編程
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Game Engine Architecture, Third Edition 2024 pdf epub mobi 電子書 下載