Game engine architecture:
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Natick, Mass.
Peters
2009
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | XX, 860 S. Ill., graph. Darst. |
ISBN: | 9781568814131 |
Internformat
MARC
LEADER | 00000nam a2200000 c 4500 | ||
---|---|---|---|
001 | BV035815215 | ||
003 | DE-604 | ||
005 | 20110902 | ||
007 | t | ||
008 | 091109s2009 ad|| |||| 00||| eng d | ||
010 | |a 2009013092 | ||
020 | |a 9781568814131 |9 978-1-568-81413-1 | ||
035 | |a (OCoLC)313650197 | ||
035 | |a (DE-599)GBV595296777 | ||
040 | |a DE-604 |b ger |e aacr | ||
041 | 0 | |a eng | |
049 | |a DE-634 |a DE-739 |a DE-92 |a DE-29T |a DE-384 |a DE-523 |a DE-91G |a DE-859 |a DE-861 |a DE-B768 | ||
050 | 0 | |a QA76.76.C672 | |
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084 | |a ST 320 |0 (DE-625)143657: |2 rvk | ||
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084 | |a ST 324 |0 (DE-625)143660: |2 rvk | ||
084 | |a DAT 758f |2 stub | ||
100 | 1 | |a Gregory, Jason |d 1970- |e Verfasser |0 (DE-588)139901485 |4 aut | |
245 | 1 | 0 | |a Game engine architecture |c Jason Gregory |
264 | 1 | |a Natick, Mass. |b Peters |c 2009 | |
300 | |a XX, 860 S. |b Ill., graph. Darst. | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
650 | 0 | |a Computer games / Programming | |
650 | 0 | |a Computer architecture | |
650 | 4 | |a Computer architecture | |
650 | 4 | |a Computer games |x Programming | |
650 | 0 | 7 | |a Computerspiel |0 (DE-588)4010457-6 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Softwareentwicklung |0 (DE-588)4116522-6 |2 gnd |9 rswk-swf |
689 | 0 | 0 | |a Computerspiel |0 (DE-588)4010457-6 |D s |
689 | 0 | 1 | |a Softwareentwicklung |0 (DE-588)4116522-6 |D s |
689 | 0 | |5 DE-604 | |
856 | 4 | 2 | |m Digitalisierung UB Passau |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=018674064&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
999 | |a oai:aleph.bib-bvb.de:BVB01-018674064 |
Datensatz im Suchindex
_version_ | 1804140768525287424 |
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adam_text | Contents
Foreword
xiii
Preface
xvii
I Foundations
1
1
Introduction
3
1.1
Structure of a Typical Game Team
5
1.2
What Is a Game?
8
1.3
What Is a Game Engine?
11
1.4
Engine Differences Across Genres
13
1.5
Game Engine Survey
25
1.6
Runtime Engine Architecture
28
1.7
Tools and the Asset Pipeline
49
2
Tools of the Trade
57
2.1
Version Control
57
2.2
Microsoft Visual Studio
66
2.3
Profiling Tools
85
2.4 Memory
Leak and Corruption Detection
87
2.5
Other Tools
88
Fundamentals of Software
Engineering for Games
91
3.1
C++
Review and Best Practices
91
3.2
Data, Code, and Memory in
C/C++
98
3.3
Catching and Handling Errors
128
3D
f
vtath for Games
137
4.1
Solving
3D
Problems in 2D
137
4.2
Points and Vectors
138
4.3
Matrices
151
4.4
Quaternions
169
4.5
Comparison of Rotational Representations
177
4.6
Other Useful Mathematical Objects
181
4.7
Hardware-Accelerated SIMD Math
185
4.8
Random Number Generation
192
Low-Level Engine Systems
195
Engine Support Systems
197
5.1
Subsystem Start-Up and Shut-Down
197
5.2
Memory Management
205
5.3
Containers
223
5.4
Strings
242
5.5
Engine Configuration
252
Resources and the File System
261
6.1
File System
262
6.2
The Resource Manager
272
The
Game Loop and
Real-Time
Simulation
303
7.1
The Rendering Loop
303
7.2
The Game
Lood
304
7.3
Game Loop Architectural Styles
307
7.4
Abstract Timelines
310
7.5
Measuring and Dealing with Time
312
7.6
Multiprocessor Game Loops
324
7.7
Networked Multiplayer Game Loops
333
8
Human Interface Devices (HID)
339
8.1
Types of Human Interface Devices
339
8.2
Interfacing with a HID
341
8.3
Types of Inputs
343
8.4
Types of Outputs
348
8.5
Game Engine HID Systems
349
8.6
Human Interface Devices in Practice
366
9
Tools for Debugging and Development
367
9.1
Logging and Tracing
367
9.2
Debug Drawing Facilities
372
9.3
In-Game Menus
379
9.4
In-Game Console
382
9.5
Debug Cameras and Pausing the Game
383
9.6
Cheats
384
9.7
Screen Shots and Movie Capture
384
9.8
In-Game Profiling
385
II! Graphics and Motion
397
10
The Rendering Engine
399
10.1
Foundations of Depth-Buffered
Triangle Rasterization
400
10.2
The Rendering Pipeline
444
10.3
Advanced Lighting and Global Illumination
469
10.4
Visual Effects and Overlays
481
11
Animation Systems
491
11.1
Types of Character Animation
491
11.2
Skeletons
496
11.3
Poses
499
11.4
Clips
504
11.5
Skinning and Matrix Palette Generation
518
11.6
Animation Blending
523
11.7
Post-Processing
542
11.8
Compression Techniques
545
11.9
Animation System Architecture
552
11.10
The Animation Pipeline
553
11.11
Action State Machines
568
11.12
Animation Controllers
593
12
Collision and Rigid Body Dynamics
595
12.1
Do You Want Physics in Your Game?
596
12.2
Collision/Physics Middleware
601
12.3
The Collision Detection System
603
12.4
Rigid Body Dynamics
630
12.5
Integrating a Physics Engine into Your Game
666
12.6
A Look Ahead: Advanced Physics Features
684
IV
Gameplay 687
13
Introduction to
Gameplay
Systems
689
13.1
Anatomy of a Game World
690
13.2
Implementing Dynamic Elements: Game Objects
695
13.3
Data-Driven Game Engines
698
13.4
The Game World Editor
699
14
Runtime
Gameplay
Foundation Systems
711
14.1
Components of the
Gameplay
Foundation System
711
14.2
Runtime Object Model Architectures
715
14.3
World Chunk Data Formats
734
14.4
Loading and Streaming Game Worlds
741
14.5
Object References and World Queries
750
14.6
Updating Game Objects in Real Time
757
Contents
14.7 Events and Message-Passing 773
14.8 Scripting 794
14.9 High-Level Game
Flow
817
V Conclusion
819
15
You Mean There s More?
821
15.1
Some Engine Systems We Didn t Cover
821
15.2 Gameplay
Systems
823
References
827
Index
831
|
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author | Gregory, Jason 1970- |
author_GND | (DE-588)139901485 |
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callnumber-label | QA76 |
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callnumber-subject | QA - Mathematics |
classification_rvk | ST 320 ST 323 ST 324 |
classification_tum | DAT 758f |
ctrlnum | (OCoLC)313650197 (DE-599)GBV595296777 |
dewey-full | 794.8/1526 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8/1526 |
dewey-search | 794.8/1526 |
dewey-sort | 3794.8 41526 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport Informatik |
format | Book |
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id | DE-604.BV035815215 |
illustrated | Illustrated |
indexdate | 2024-07-09T22:05:14Z |
institution | BVB |
isbn | 9781568814131 |
language | English |
lccn | 2009013092 |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-018674064 |
oclc_num | 313650197 |
open_access_boolean | |
owner | DE-634 DE-739 DE-92 DE-29T DE-384 DE-523 DE-91G DE-BY-TUM DE-859 DE-861 DE-B768 |
owner_facet | DE-634 DE-739 DE-92 DE-29T DE-384 DE-523 DE-91G DE-BY-TUM DE-859 DE-861 DE-B768 |
physical | XX, 860 S. Ill., graph. Darst. |
publishDate | 2009 |
publishDateSearch | 2009 |
publishDateSort | 2009 |
publisher | Peters |
record_format | marc |
spelling | Gregory, Jason 1970- Verfasser (DE-588)139901485 aut Game engine architecture Jason Gregory Natick, Mass. Peters 2009 XX, 860 S. Ill., graph. Darst. txt rdacontent n rdamedia nc rdacarrier Computer games / Programming Computer architecture Computer games Programming Computerspiel (DE-588)4010457-6 gnd rswk-swf Softwareentwicklung (DE-588)4116522-6 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Softwareentwicklung (DE-588)4116522-6 s DE-604 Digitalisierung UB Passau application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=018674064&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Gregory, Jason 1970- Game engine architecture Computer games / Programming Computer architecture Computer games Programming Computerspiel (DE-588)4010457-6 gnd Softwareentwicklung (DE-588)4116522-6 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4116522-6 |
title | Game engine architecture |
title_auth | Game engine architecture |
title_exact_search | Game engine architecture |
title_full | Game engine architecture Jason Gregory |
title_fullStr | Game engine architecture Jason Gregory |
title_full_unstemmed | Game engine architecture Jason Gregory |
title_short | Game engine architecture |
title_sort | game engine architecture |
topic | Computer games / Programming Computer architecture Computer games Programming Computerspiel (DE-588)4010457-6 gnd Softwareentwicklung (DE-588)4116522-6 gnd |
topic_facet | Computer games / Programming Computer architecture Computer games Programming Computerspiel Softwareentwicklung |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=018674064&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT gregoryjason gameenginearchitecture |