Game Engine Architecture, 2/e (Hardcover)
暫譯: 遊戲引擎架構(第二版,精裝本)

Jason Gregory

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商品描述

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.

商品描述(中文翻譯)

被譽為「必備教科書」(CHOICE,2010年1月),《遊戲引擎架構》的第一版為讀者提供了遊戲引擎軟體開發理論與實踐的完整指南。第二版更新了內容,以符合當今遊戲引擎架構的現狀,繼續全面涵蓋構成典型商業遊戲引擎的主要組件。

第二版的新內容

- 包含新主題的信息,包括最新版本的C++程式語言C++11,以及第八代遊戲主機的架構,Xbox One和PlayStation 4
- 新增有關音訊技術的章節,涵蓋創建AAA遊戲音訊引擎所需的物理學、數學和技術基礎
- 更新有關多核心程式設計、管線化CPU架構與優化、本地化、偽向量與Grassman代數、雙四元數、SIMD向量數學、記憶體對齊和抗鋸齒的部分
- 深入了解Naughty Dog最新的熱門遊戲《The Last of Us》的製作過程

本書介紹了構成商業遊戲引擎的各種子系統的理論,以及通常用於實現這些子系統的數據結構、算法和軟體介面。它主要集中在引擎本身,包括一系列低層次的基礎系統、渲染引擎、碰撞系統、物理模擬、角色動畫和音訊。對「遊戲玩法基礎層」的深入討論探討了遊戲的物件模型、世界編輯器、事件系統和腳本系統。文本還觸及了一些遊戲玩法程式設計的方面,包括玩家機制、攝影機和人工智慧。

作為一個提升認知的工具和進一步學習的起點,《遊戲引擎架構,第二版》使讀者對涵蓋的每個工程學科中的理論和常見實踐有了扎實的理解。本書將幫助讀者在這個迷人且多面向的領域中展開探索之旅。