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GAME ENGINE ARCHITECTURE 2E
Título:
GAME ENGINE ARCHITECTURE 2E
Subtítulo:
Autor:
GREGORY, J
Editorial:
CRC PRESS
Año de edición:
2014
Materia
PROGRAMACION DE JUEGOS
ISBN:
978-1-4665-6001-7
Páginas:
1052
76,95 €

 

Sinopsis

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.


Foundations

Introduction

Structure of a Typical Game Team

What Is a Game?

What Is a Game Engine?

Engine Differences across Genres

Game Engine Survey

Runtime Engine Architecture

Tools and the Asset Pipeline

Tools of the Trade

Version Control

Microsoft Visual Studio

Profiling Tools

Memory Leak and Corruption Detection

Other Tools

Fundamentals of Software Engineering for Games

C++ Review and Best Practices

Data, Code and Memory

Catching and Handling Errors

Pipelines, Caches and Optimization

3D Math for Games

Solving 3D Problems in 2D

Points and Vectors

Matrices

Quaternions

Comparison of Rotational Representations

Other Useful Mathematical Objects

Hardware-Accelerated SIMD Math

Random Number Generation

Low-Level Engine Systems

Engine Support Systems

Subsystem Start-Up and Shut-Down

Memory Management

Containers

Strings

Engine Configuration

Resources and the File System

File System

The Resource Manager

The Game Loop and Real-Time Simulation

The Rendering Loop

The Game Loop

Game Loop Architectural Styles

Abstract Timelines

Measuring and Dealing with Time

Multiprocessor Game Loops

Networked Multiplayer Game Loops

Human Interface Devices (HID)

Types of Human Interface Devices

Interfacing with a HID

Types of Inputs

Types of Outputs

Game Engine HID Systems

Human Interface Devices in Practice

Tools for Debugging and Development

Logging and Tracing

Debug Drawing Facilities

In-Game Menus

In-Game Console

Debug Cameras and Pausing the Game

Cheats

Screenshots and Movie Capture

In-Game Profiling

In-Game Memory Stats and Leak Detection

Graphics, Motion and Sound

The Rendering Engine

Foundations of Depth-Buffered Triangle Rasterization

The Rendering Pipeline

Advanced Lighting and Global Illumination

Visual Effects and Overlays

Further Reading

Animation Systems

Types of Character Animation

Skeletons

Poses

Clips

Skinning and Matrix Palette Generation

Animation Blending

Post-Processing

Compression Techniques

Animation System Architecture

The Animation Pipeline

Action State Machines

Animation Controllers

Collision and Rigid Body Dynamics

Do You Want Physics in Your Game?

Collision/Physics Middleware

The Collision Detection System

Rigid Body Dynamics

Integrating a Physics Engine into Your Game

Advanced Physics Features

Audio

The Physics of Sound

The Mathematics of Sound

The Technology of Sound

Rendering Audio in 3D

Audio Engine Architecture

Game-Specific Audio Features

Gameplay

Introduction to Gameplay Systems

Anatomy of a Game World

Implementing Dynamic Elements: Game Objects

Data-Driven Game Engines

The Game World Editor

Runtime Gameplay Foundation Systems

Components of the Gameplay Foundation System

Runtime Object Model Architectures

World Chunk Data Formats

Loading and Streaming Game Worlds

Object References and World Queries

Updating Game Objects in Real Time

Events and Message-Passing

Scripting

High-Level Game Flow

Conclusion

You Mean There's More?

Some Engine Systems We Didn't Cover

Gameplay Systems

Bibliography

Index