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Game Engine Design and Implementation

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Specifiche dell'oggetto

Condizione
Buone condizioni: Libro che è già stato letto ma è in buone condizioni. Mostra piccolissimi danni ...
Artist
Thorn, Alan
Book Title
Game Engine Design and Implementation
ISBN
9780763784515

Informazioni su questo prodotto

Product Identifiers

Publisher
Jones & Bartlett Learning, LLC
ISBN-10
0763784516
ISBN-13
9780763784515
eBay Product ID (ePID)
84518279

Product Key Features

Number of Pages
594 Pages
Publication Name
Game Engine Design and Implementation
Language
English
Publication Year
2010
Subject
Programming / Games, Security / Networking
Type
Textbook
Author
Alan Thorn
Subject Area
Computers
Format
Trade Paperback

Dimensions

Item Height
1.3 in
Item Weight
33.1 Oz
Item Length
9 in
Item Width
7 in

Additional Product Features

LCCN
2010-017562
Dewey Edition
22
Dewey Decimal
794.8/1526
Edition Description
Revised edition,New Edition
Table Of Content
PartPart 1 Theory, Design, and Preparation ChapterChapter 1 Game Engines - Details and Design ChapterChapter 2 Configuring a Game Engine Project PartPart 2 Implementing the Engine ChapterChapter 3 Error and Log Manager ChapterChapter 4 Resource Management ChapterChapter 5 2D Render Manager with SDL ChapterChapter 6 2D Scene Manager ChapterChapter 7 Music and Sound with the AudioManager ChapterChapter 8 Reading and Processing User Input ChapterChapter 9 3D Render Manager with DirectX 10 ChapterChapter 10 Scene Management and OGRE 3D ChapterChapter 11 Rigid Body Physics with Bullet Physics ChapterChapter 12 Focus on DX Studio: Engine Tools, Editors and Scripting AppendixAppendix A Game Engines, Tools and Libraries AppendixAppendix B OIS Keyboard Scan Codes AppendixAppendix C DX Texture Format Constants AppendixAppendix D Windows Messages AppendixAppendix E BSD Licence AppendixAppendix F MIT License AppendixAppendix G The zlib/libpng License
Synopsis
Part of the new Foundations of Game Development Series! Almost every video game on the market today is powered by a game engine. But, what is a game engine? What does it do? How are they useful to both developers and the game? And how are they made? These, and other important engine-related questions, are explored and discussed in this book. 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. Suitable for students, hobbyists, and independent developers, this no-nonsense book helps fine tune an understanding of solid engine design and implementation for creating games that sell. Scroll down to the Samples tab to preview Chapter 1: Game Engines - Details and Design Provides a comprehensive exploration of Game Engine design and implementation accessible to students, hobbyists, and novice game programmersExamines how general purpose engines can be tweaked for specific game genres such as Action, RPG, Strategy, and AdventureExamines both 2D tile-based and real-time 3D enginesProvides tips on how to make games cross-platformExplores input, audio, game tools, map editors, scripting, and moreIncludes self-tests, questions, exercises, and source code examples Appropriate courses include Game Programming, Game Engine Programming, and Game Engine Development. (c) 2011 594 pages, Part of the new Foundations of Game Development Series Almost every video game on the market today is powered by a game engine. But, what is a game engine? What does it do? How are they useful to both developers and the game? And how are they made? These, and other important engine related questions, are explored and discussed in this book. 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. Suitable for students, hobbyists, and independent developers, this no-nonsense book helps fine-tune an understanding of solid engine design and implementation for creating games that sell., Part of the new Foundations of Game Development Series! Almost every video game on the market today is powered by a game engine. But, what is a game engine? What does it do? How are they useful to both developers and the game? And how are they made? These, and other important engine-related questions, are explored and discussed in this book. 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. Suitable for students, hobbyists, and independent developers, this no-nonsense book helps fine tune an understanding of solid engine design and implementation for creating games that sell. Scroll down to the Samples tab to preview Chapter 1: Game Engines - Details and Design Provides a comprehensive exploration of Game Engine design and implementation accessible to students, hobbyists, and novice game programmersExamines how general purpose engines can be tweaked for specific game genres such as Action, RPG, Strategy, and AdventureExamines both 2D tile-based and real-time 3D enginesProvides tips on how to make games cross-platformExplores input, audio, game tools, map editors, scripting, and moreIncludes self-tests, questions, exercises, and source code examples Appropriate courses include Game Programming, Game Engine Programming, and Game Engine Development. © 2011 594 pages
LC Classification Number
QA76.76.C672T4963

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