Game Engine Architecture, 3/e (Hardcover)
暫譯: 遊戲引擎架構 (第三版)

Jason Gregory

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商品描述

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.

商品描述(中文翻譯)

在這本廣受歡迎的《遊戲引擎架構》第三版中,Jason Gregory 利用他在 Midway、Electronic Arts 和 Naughty Dog 將近二十年的經驗,呈現遊戲引擎軟體開發的理論與實踐。本書詳細解釋了 AAA 遊戲工作室所使用的各種技術和技術,並說明它們在真正的工業級遊戲引擎中的角色。

第三版的新內容

這第三版提供了與前幾版相同的遊戲引擎架構的全面覆蓋,並更新了以下內容:

- 電腦和 CPU 硬體及記憶體快取,
- 編譯器優化,
- C++ 語言標準化,
- IEEE-754 浮點數表示法,
- 2D 使用者介面,
- 以及一章全新的硬體平行處理和併發程式設計。

本書旨在作為入門教材,但也為有經驗的遊戲程式設計師提供了對遊戲開發技術中他們可能不太熟悉的方面的有用觀點。與往常一樣,本版提供了大量的參考文獻和引用,使其成為希望深入了解遊戲開發過程中任何特定方面的讀者的絕佳起點。