العربية
  • Free & Easy Returns
  • Best Deals
العربية
loader
Wishlist
wishlist
Cart
cart

Game Engine Architecture, Third Edition

Now:
AED 534.10 Inclusive of VAT
Free Delivery
noon-marketplace
Get it by 16 Nov
Order in 14 h 38 m
VIP ENBD Credit Card

emi
Monthly payment plans from AED 45View more details
VIP card

Earn AED 26.71 cashback with the Mashreq noon Credit Card. Apply now

Pay 4 interest-free payments of AED 133.53.Learn more
Split in 4 payments of AED 133.53. No interest. No late fees.Learn more
Delivery 
by noon
Delivery by noon
Cash on 
Delivery
Cash on Delivery
Secure
Transaction
Secure Transaction

Other purchase choices

No products available

No products available

1
1 Added to cart
Add To Cart
Noon Locker
Free delivery on Lockers & Pickup Points
Learn more
free_returns
Enjoy hassle free returns with this offer.
Partner Since

Partner Since

4+ Years
Overview
Specifications
ISBN 139781138035454
ISBN 101138035459
PublisherA K Peters/CRC Press
Book DescriptionIn 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.Key FeaturesCovers both the theory and practice of game engine software developmentExamples are grounded in specific technologies, but discussion extends beyond any particular engine or API.Includes all mathematical background needed.Comprehensive text for beginners and also has content for senior engineers.
About the AuthorJason Gregory has worked as a software engineer in the games industry since March 1999 and as a professional software engineer since 1994. He got his start in game programming at Midway Home Entertainment in San Diego, where he worked on Hydro Thunder 2 and Offroad Thunder, and wrote the Playstation 2/Xbox animation system for Freaky Flyers and Crank the Weasel. In 2003, Jason moved to Electronic Arts Los Angeles, where he worked on engine and gameplay technology for Medal of Honor: Pacific Assault and served as a lead engineer on the Medal of Honor: Airborne project. Jason is currently a Lead Programmer at Naughty Dog Inc., where he and his colleagues are currently working on The Last of Us: Part II for Playstation 4. He also developed engine and gameplay software for every game in the Uncharted series, and The Last of Us on PS3 and PS4, and has also taught courses in game technology at the University of Southern California.
LanguageEnglish
AuthorJason Gregory
Publication Date2018-08-17
Number of Pages1240 pages

Game Engine Architecture, Third Edition

Added to cartatc
Cart Total AED 534.10
Loading