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2025-03-12
Game Engine Architecture, Third Edition 2025 pdf epub mobi 電子書 下載
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評分是衝著翻譯及推薦買的,但看完之後有點失望。 這本書的翻譯是毋庸置疑的——認真負責,這個無需多說,下麵針對的是本書的內容。 對我而言,這本書比較有價值的部分隻有第一章,其餘章節都很一般瞭,偶爾有一些有價值的東西,但改變不瞭我對整本書的評價。 第一章是遊戲的...
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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 2025 pdf epub mobi 電子書 下載