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Game Engine Architecture by Jason Gregory (2009, Hardcover)

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Item specifics

Condition
Like New: A book in excellent condition. Cover is shiny and undamaged, and the dust jacket is ...
Topic
Architecture
ISBN
9781568814131

About this product

Product Identifiers

Publisher
A + K Peter's, The Limited
ISBN-10
1568814135
ISBN-13
9781568814131
eBay Product ID (ePID)
72400439

Product Key Features

Number of Pages
864 Pages
Language
English
Publication Name
Game Engine Architecture
Publication Year
2009
Subject
Programming / Games, Systems Architecture / General
Type
Textbook
Subject Area
Computers
Author
Jason Gregory
Format
Hardcover

Dimensions

Item Height
1.8 in
Item Weight
58.5 Oz
Item Length
9.5 in
Item Width
7.5 in

Additional Product Features

Intended Audience
College Audience
LCCN
2009-013092
Reviews
A 2010 CHOICE Outstanding Academic Title This course resource provides an excellent, comprehensive look at every major system and issue related to modern game development ... a must-have textbook for computer science, software engineering, or game programming majors, amateur hobbyists, game 'modders,' and game developers. --A. Chen, CHOICE, January 2010 ... it looks like most of the critical areas and concepts are touched on. ... it looks like you'll have some reasonably deep understanding of the elements that go into making a game engine. Quite an impressive work, and I know of nothing else in this area that is so detailed.  --Eric Haines, www.realtimerendering.com/blog/, July 2009 Jason Gregory draws upon his many years of experience and expertise to create a complete and comprehensive textbook on the theory and practice of game engine software development. Informed and informative, replete with examples for every aspect of the game development process, and fully accessible to aspiring game engine developers as well as a very useful reference for even experienced technicians in the field, Game Engine Architecture is an invaluable, thoroughly 'user friendly', and highly recommended core addition to personal, professional, and academic Computer Science reference and resource collections in general, as well as gaming engine design instructional reading lists in particular.  --The Midwest Book Review, September 2009 The book contains a huge amount of data on specifics to consider when developing a game engine. --Gamasutra.com, November 2009 Game Engine Architecture by Jason Gregory has been named a finalist for the Game Developer's 2009 Front Line Award. --PR Newswire, December 2009, A 2010 CHOICE Outstanding Academic Title This course resource provides an excellent, comprehensive look at every major system and issue related to modern game development ... a must-have textbook for computer science, software engineering, or game programming majors, amateur hobbyists, game 'modders,' and game developers. --A. Chen, CHOICE, January 2010 ... it looks like most of the critical areas and concepts are touched on. ... it looks like you'll have some reasonably deep understanding of the elements that go into making a game engine. Quite an impressive work, and I know of nothing else in this area that is so detailed. --Eric Haines, www.realtimerendering.com/blog/, July 2009 Jason Gregory draws upon his many years of experience and expertise to create a complete and comprehensive textbook on the theory and practice of game engine software development. Informed and informative, replete with examples for every aspect of the game development process, and fully accessible to aspiring game engine developers as well as a very useful reference for even experienced technicians in the field, Game Engine Architectureis an invaluable, thoroughly 'user friendly', and highly recommended core addition to personal, professional, and academic Computer Science reference and resource collections in general, as well as gaming engine design instructional reading lists in particular. --The Midwest Book Review, September 2009 The book contains a huge amount of data on specifics to consider when developing a game engine. --Gamasutra.com, November 2009 Game Engine Architectureby Jason Gregory has been named a finalist for the Game Developer's 2009 Front Line Award. --PR Newswire, December 2009, A 2010 CHOICE Outstanding Academic Title This course resource provides an excellent, comprehensive look at every major system and issue related to modern game development a must-have textbook for computer science, software engineering, or game programming majors, amateur hobbyists, game 'modders,' and game developers. â€�A. Chen, CHOICE, January 2010 it looks like most of the critical areas and concepts are touched on. it looks like you "ll have some reasonably deep understanding of the elements that go into making a game engine. Quite an impressive work, and I know of nothing else in this area that is so detailed. â€�Eric Haines, www.realtimerendering.com/blog/, July 2009 Jason Gregory draws upon his many years of experience and expertise to create a complete and comprehensive textbook on the theory and practice of game engine software development. Informed and informative, replete with examples for every aspect of the game development process, and fully accessible to aspiring game engine developers as well as a very useful reference for even experienced technicians in the field, Game Engine Architectureis an invaluable, thoroughly 'user friendly', and highly recommended core addition to personal, professional, and academic Computer Science reference and resource collections in general, as well as gaming engine design instructional reading lists in particular. â€�The Midwest Book Review, September 2009 The book contains a huge amount of data on specifics to consider when developing a game engine. â€�Gamasutra.com, November 2009 Game Engine Architectureby Jason Gregory has been named a finalist for the Game Developer's 2009 Front Line Award. â€�PR Newswire, December 2009, A 2010 CHOICE Outstanding Academic Title This course resource provides an excellent, comprehensive look at every major system and issue related to modern game developmentea must-have textbook for computer science, software engineering, or game programming majors, amateur hobbyists, game 'modders,' and game developers. e"A. Chen, CHOICE, January 2010 e it looks like most of the critical areas and concepts are touched on. e it looks like youe(tm)ll have some reasonably deep understanding of the elements that go into making a game engine. Quite an impressive work, and I know of nothing else in this area that is so detailed. e"Eric Haines, www.realtimerendering.com/blog/, July 2009 Jason Gregory draws upon his many years of experience and expertise to create a complete and comprehensive textbook on the theory and practice of game engine software development. Informed and informative, replete with examples for every aspect of the game development process, and fully accessible to aspiring game engine developers as well as a very useful reference for even experienced technicians in the field, Game Engine Architecture is an invaluable, thoroughly 'user friendly', and highly recommended core addition to personal, professional, and academic Computer Science reference and resource collections in general, as well as gaming engine design instructional reading lists in particular. e"The Midwest Book Review, September 2009 The book contains a huge amount of data on specifics to consider when developing a game engine. e"Gamasutra.com, November 2009 Game Engine Architecture by Jason Gregory has been named a finalist for the Game Developer's 2009 Front Line Award. e"PR Newswire, December 2009, A 2010 CHOICE Outstanding Academic Title This course resource provides an excellent, comprehensive look at every major system and issue related to modern game development … a must-have textbook for computer science, software engineering, or game programming majors, amateur hobbyists, game 'modders,' and game developers. -A. Chen, CHOICE, January 2010 … it looks like most of the critical areas and concepts are touched on. … it looks like you'll have some reasonably deep understanding of the elements that go into making a game engine. Quite an impressive work, and I know of nothing else in this area that is so detailed. -Eric Haines, www.realtimerendering.com/blog/, July 2009 Jason Gregory draws upon his many years of experience and expertise to create a complete and comprehensive textbook on the theory and practice of game engine software development. Informed and informative, replete with examples for every aspect of the game development process, and fully accessible to aspiring game engine developers as well as a very useful reference for even experienced technicians in the field, Game Engine Architectureis an invaluable, thoroughly 'user friendly', and highly recommended core addition to personal, professional, and academic Computer Science reference and resource collections in general, as well as gaming engine design instructional reading lists in particular. -The Midwest Book Review, September 2009 The book contains a huge amount of data on specifics to consider when developing a game engine. -Gamasutra.com, November 2009 Game Engine Architectureby Jason Gregory has been named a finalist for the Game Developer's 2009 Front Line Award. -PR Newswire, December 2009, . . . it looks like most of the critical areas and concepts are touched on. You won't become an expert in any one area from this volume, but it looks like you'll have some reasonably deep understanding of the elements that go into making a game engine. Quite an impressive work, and I know of nothing else in this area that is so detailed. -- Eric Haines, http://www.realtimerendering.com/blog/, July 2009Jason Gregory draws upon his many years of experience and expertise to create a complete and comprehensive textbook on the theory and practice of game engine software development. Informed and informative, replete with examples for every aspect of the game development process, and fully accessible to aspiring game engine developers as well as a very useful reference for even experienced technicians in the field, "Game Engine Architecture" is an invaluable, thoroughly 'user friendly', and highly recommended core addition to personal, professional, and academic Computer Science reference and resource collections in general, as well as gaming engine design instructional reading lists in particular. -- The Midwest Book Review , September 2009Game Engine Architecture by Jason Gregory is now being featured by OGRE. Check out this link! -- OGRE, September 2009Gamasutra presents an excerpt from Naughty Dog programmer Jason Gregory's Game Engine Architecture , the book contains a huge amount of data on specifics to consider when developing a game engine. Click on the link above for details! -- Gamasutra.com, November 2009Game Engine Architecture by Jason Gregory has been named a finalist for the Game Developer's 2009 Front Line Award. Click on the link above for the full article! -- PR Newswire, December 2009This course resource provides an excellent, comprehensive look at every major system and issue related to modern game development ... a must-have textbook for computer science, software engineering, or game programming majors, amateur hobbyists, game "modders," and game developers. -- A. Chen, CHOICE Magazine , January 2010
Dewey Edition
22
Illustrated
Yes
Dewey Decimal
794.8/1526
Table Of Content
I 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 in C/C++ Catching and Handling Errors 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 II 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 Screen Shots and Movie Capture In-Game Profiling III Graphics and Motion The Rendering Engine Foundations of Depth-Buffered Triangle Rasterization The Rendering Pipeline Advanced Lighting and Global Illumination Visual Effects and Overlays 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 A Look Ahead: Advanced Physics Features IV 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 V Conclusion You Mean There's More? Some Engine Systems We Didn't Cover Gameplay Systems
Synopsis
This book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.
LC Classification Number
QA76.76.C672G77 2009

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