Game Engine Architecture Third Edition

Author by : Jason Gregory
Languange : en
Publisher by : CRC Press
Format Available : PDF, ePub, Mobi
Total Read : 15
Total Download : 532
File Size : 46,7 Mb
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Description : 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. Key Features Covers both the theory and practice of game engine software development Examples 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.


Game Engine Architecture Second Edition

Author by : Jason Gregory
Languange : en
Publisher by : CRC Press
Format Available : PDF, ePub, Mobi
Total Read : 13
Total Download : 552
File Size : 53,7 Mb
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Description : 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.


Game Physics Engine Development

Author by : Ian Millington
Languange : en
Publisher by : CRC Press
Format Available : PDF, ePub, Mobi
Total Read : 50
Total Download : 612
File Size : 40,6 Mb
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Description : Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine needs to recognize the physical properties of objects that artists create, and combine them with realistic motion. The physics ENGINE is a computer program that you work into your game that simulates Newtonian physics and predict effects under different conditions. In video games, the physics engine uses real-time physics to improve realism. This is the only book in its category to take readers through the process of building a complete game-ready physics engine from scratch. The Cyclone game engine featured in the book was written specifically for this book and has been utilized in iPhone application development and Adobe Flash projects. There is a good deal of master-class level information available, but almost nothing in any format that teaches the basics in a practical way. The second edition includes NEW and/or revised material on collision detection, 2D physics, casual game physics for Flash games, more references, a glossary, and end-of-chapter exercises. The companion website will include the full source code of the Cyclone physics engine, along with example applications that show the physics system in operation.


Game Physics

Author by : David H. Eberly
Languange : en
Publisher by : CRC Press
Format Available : PDF, ePub, Mobi
Total Read : 52
Total Download : 641
File Size : 41,7 Mb
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Description : Create physically realistic 3D Graphics environments with this introduction to the ideas and techniques behind the process. Author David H. Eberly includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them. He then describes all the algorithmic foundations and uses code examples and working source code to show how they are implemented, culminating in a large collection of physical simulations. The book tackles the complex, challenging issues that other books avoid, including Lagrangian dynamics, rigid body dynamics, impulse methods, resting contact, linear complementarity problems, deformable bodies, mass-spring systems, friction, numerical solution of differential equations, numerical stability and its relationship to physical stability, and Verlet integration methods. This book even describes when real physics isn't necessary - and hacked physics will do.


The British National Bibliography

Author by : Arthur James Wells
Languange : en
Publisher by : Unknown
Format Available : PDF, ePub, Mobi
Total Read : 98
Total Download : 197
File Size : 54,8 Mb
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Description :


Audio Programming For Interactive Games

Author by : Martin D. Wilde
Languange : en
Publisher by : Taylor & Francis
Format Available : PDF, ePub, Mobi
Total Read : 50
Total Download : 773
File Size : 54,5 Mb
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Description : Martin Wilde's cutting-edge exploration of the creative potential of game audio systems addresses the latest working methods of those involved in creating and programming immersive, interactive and non-linear audio for games. The book demonstrates how the game programmer can create an software system which enables the audio content provider (composer/sound designer) to maintain direct control over the composition and presentation of an interactive game soundtrack. This system (which is platform independent) is described step-by-step in Wilde's approachable style with illuminating case studies, all source codes for which are provided on the accompanying CD-Rom which readers can use to develop their own audio engines. As a programmer with experience of developing sound and music software engines for computer game titles on a multitude of platforms who is also an experienced musician, Martin Wilde is uniquely placed to address individuals approaching game audio from various levels and areas of expertise. Game audio programmers will learn how to achieve enable even better audio soundtracks and effects, while musicians who want to capitalise on this shift in roles will gain a greater appreciation of the technical issues involved, so enhancing their employment prospects. Students of game design can practice these skills by building their own game audio engines based on the source code provided. * Learn from an expert: the author brings a unique perspective to this subject from his experience as both a programmer and a musician * Develop your own game audio engines: the book and accompanying CD-ROM provide easy-to-follow instructions and coding which you can apply to your own game and multi-media projects * Keep up with the latest working practices in this rapidly evolving industry with this essential guide for both game audio programmers and audio artists


Forest And Stream

Author by : Anonim
Languange : en
Publisher by : Unknown
Format Available : PDF, ePub, Mobi
Total Read : 13
Total Download : 871
File Size : 51,9 Mb
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Description :


Blender 3d Designing Objects

Author by : Romain Caudron
Languange : en
Publisher by : Packt Publishing Ltd
Format Available : PDF, ePub, Mobi
Total Read : 35
Total Download : 160
File Size : 47,9 Mb
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Description : Build your very own stunning characters in Blender from scratch About This Book Packed with illustrations and a lot of tips and tricks to make your scenes come to life Design a complete workflow with Blender to create stunning 3D scenes and films step by step Gain an understanding of how to create and assign materials automatically, working in both the Blender Internal engine as well as in Cycles Who This Book Is For If you are a graphic designer and are looking for a tool to meet your requirements in designing, especially with regards to 3D designing, this course is for you. This course will make use of Blender to meet your design needs. What You Will Learn Understand the basics of 3D and how to navigate your way around the Blender interface Discover the power of the texture paint tool in order to add color to a haunted house Get to know the Cycles render engine by creating different materials for the house and the environment Find the best possible flow for your edge-loops to enhance the character features and to get the best possible range of deformation Mix both the Blender Internal and Cycles rendering engines in order to render materials as quickly as possible Set up light sources and world global illumination Build material interfaces for general use in complex materials by grouping the shaders inside groups Parent and rename the nodes to better organize the Node Editor window In Detail Blender is a powerful, stable tool with an integral workflow that will allow you to understand 3D creation with ease. With its integrated game engine and use of the Python language, it is an efficient choice for many productions, including 3D animated or live action films, architecture, research, and even game creation. Blender has an active community that contributes to expanding its functionalities. Today, it is used in many professional products and by many companies. Throughout Blender for Designers, you will create many types of complete projects using a step-by-step approach. Start by getting to know the modeling tools available in Blender to create a 3D robot toy, and discover more advanced techniques such as sculpting and retopology by creating an alien character. Move on in the second module to engage with the workflow used to create characters. Run through the process from modeling to the rendering stages, using the tools of the latest official release of Blender. The last module will teach you how to utilize the power of the Blender series to create a wide variety of materials, textures, and effects using the Cycles rendering engine. You will learn about node-based shader creation, and master Cycles through step-by-step, recipe-based advice. Start small by rendering the textures of stones and water, then scale things up to massive landscapes of mountains and oceans. This Learning Path combines some of the best that Packt has to offer in one complete, curated package. It includes content from the following Packt products: Blender 3D By Example By Romain Caudron and Pierre-Armand Nicq Blender 3D Cookbook By Enrico Valenza Blender Cycles: Materials and Textures Cookbook - Third Edition By Enrico Valenza Style and approach The course starts with a step-by-step approach to creating concert projects and help you understand the basics of it. With the guided explanation throughout this, each topic is explained with an example.


The Bookseller

Author by : Anonim
Languange : en
Publisher by : Unknown
Format Available : PDF, ePub, Mobi
Total Read : 27
Total Download : 550
File Size : 46,9 Mb
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Description :


Game Programming 5 0

Author by : Pearson Software
Languange : en
Publisher by : Pearson Software
Format Available : PDF, ePub, Mobi
Total Read : 11
Total Download : 434
File Size : 50,6 Mb
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Description : Make Your Game Ideas A Reality! -- Includes a unique digital library that consists of the best-selling electronic books Tricks of the Windows Game Programming Gurus by Andre LeMothe and Game Design: Secrets of the Sages, Third Edition by gaming guru Marc Saltzman! -- 3D GameStudio Standard 5.12 is the leading authoring system for 2D and 3D computer games. -- Microsoft "RM" Visual C++ 6.0 Introductory Edition is a full-featured compiler that gives users the power to create applications in an environment designed for easy viewing and manipulation of code. This unique programming kit provides everything you need to create your own cool games. 3D GameStudio Standard 5.12 combines a programming language with a high-end 3D engine, a 2D engine, a C++ interface, a map and model editor and huge libraries of 3D objects, artwork and pre-made games. Microsoft "RM" Visual C++ 6.0 Introductory Edition includes a debugger and resource editor for easy editing of your code. Microsoft "RM" DirectX "RM" 8.0 SDK provides the industry standard two-dimensional and 3D graphical development API libraries to enhance your game project.


Game Art

Author by : Dave Morris
Languange : en
Publisher by : Unknown
Format Available : PDF, ePub, Mobi
Total Read : 89
Total Download : 504
File Size : 41,8 Mb
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Description : A comprehensive guide to computer game art includes some five hundred full-color examples from the most popular games, tracing the history of the art form from such early pioneers as Space Invaders and Pac-Man to such advanced designs as Tomb Raider, Everquest, Diablo, and others.


The American Engineer

Author by : Anonim
Languange : en
Publisher by : Unknown
Format Available : PDF, ePub, Mobi
Total Read : 64
Total Download : 456
File Size : 40,9 Mb
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Description :


The Examiner

Author by : Anonim
Languange : en
Publisher by : Unknown
Format Available : PDF, ePub, Mobi
Total Read : 42
Total Download : 972
File Size : 55,8 Mb
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Description :


Theory Of Ground Vehicles

Author by : J. Y. Wong
Languange : en
Publisher by : John Wiley & Sons
Format Available : PDF, ePub, Mobi
Total Read : 47
Total Download : 236
File Size : 55,8 Mb
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Description : An updated edition of the classic reference on the dynamics of road and off-road vehicles As we enter a new millennium, the vehicle industry faces greater challenges than ever before as it strives to meet the increasing demand for safer, environmentally friendlier, more energy efficient, and lower emissions products. Theory of Ground Vehicles, Third Edition gives aspiring and practicing engineers a fundamental understanding of the critical factors affecting the performance, handling, and ride essential to the development and design of ground vehicles that meet these requirements. As in previous editions, this book focuses on applying engineering principles to the analysis of vehicle behavior. A large number of practical examples and problems are included throughout to help readers bridge the gap between theory and practice. Covering a wide range of topics concerning the dynamics of road and off-road vehicles, this Third Edition is filled with up-to-date information, including: * The Magic Formula for characterizing pneumatic tire behavior from test data for vehicle handling simulations * Computer-aided methods for performance and design evaluation of off-road vehicles, based on the author's own research * Updated data on road vehicle transmissions and operating fuel economy * Fundamentals of road vehicle stability control * Optimization of the performance of four-wheel-drive off-road vehicles and experimental substantiation, based on the author's own investigations * A new theory on skid-steering of tracked vehicles, developed by the author.


Iron Age

Author by : Anonim
Languange : en
Publisher by : Unknown
Format Available : PDF, ePub, Mobi
Total Read : 65
Total Download : 319
File Size : 44,5 Mb
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Description :


Mactech Magazine

Author by : Anonim
Languange : en
Publisher by : Unknown
Format Available : PDF, ePub, Mobi
Total Read : 59
Total Download : 124
File Size : 54,7 Mb
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Description :


Scientific American

Author by : Anonim
Languange : en
Publisher by : Unknown
Format Available : PDF, ePub, Mobi
Total Read : 75
Total Download : 784
File Size : 51,9 Mb
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Description :


The Athenaeum

Author by : Anonim
Languange : en
Publisher by : Unknown
Format Available : PDF, ePub, Mobi
Total Read : 66
Total Download : 956
File Size : 53,8 Mb
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Description :


Catalogue Of Works On Art For 1856

Author by : John WEALE (Bookseller.)
Languange : en
Publisher by : Unknown
Format Available : PDF, ePub, Mobi
Total Read : 56
Total Download : 716
File Size : 50,8 Mb
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Description :


Graphics And Guis With Matlab Third Edition

Author by : O. Thomas Holland
Languange : en
Publisher by : Chapman and Hall/CRC
Format Available : PDF, ePub, Mobi
Total Read : 86
Total Download : 608
File Size : 40,8 Mb
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Description : MATLAB®, now the industry-standard engineering language for computation, analysis, and visualization, continues to evolve in its capabilities. Version 6.x incorporated several major improvements, including significant enhancements to its graphics features, such as transparencies, increased 3-D visualization, and an improved rendering engine. The bestselling Graphics and GUIs with MATLAB has been fully revised to reflect MATLAB version 6. The third edition also features a number of improvements in both content and organization that ensure its readers get the optimum level of detail and best possible instruction. New in the Third Edition: Full updates that reflect MATLAB 6.x enhancements Expanded discussions on 2-D and 3-D graphics New chapters on good GUI design and data visualization techniques Volume visualizations Updated language commands Deeper coverage of programming techniques, such as data structures and callback techniques Exercises in each chapter Additional examples and updated illustrations Graphics and GUIs with MATLAB, Third Edition retains the comprehensible, almost conversational tutorial style that made its predecessors so popular but offers a streamlined organization and deeper coverage that make this edition an even better way to acquire or increase proficiency in using MATLAB to its fullest graphics capabilities.


School Shop

Author by : Anonim
Languange : en
Publisher by : Unknown
Format Available : PDF, ePub, Mobi
Total Read : 90
Total Download : 267
File Size : 55,7 Mb
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Description :


Modeling Engine Spray And Combustion Processes

Author by : Gunnar Stiesch
Languange : en
Publisher by : Springer Science & Business Media
Format Available : PDF, ePub, Mobi
Total Read : 63
Total Download : 769
File Size : 51,5 Mb
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Description : The utilization of mathematical models to numerically describe the performance of internal combustion engines is of great significance in the development of new and improved engines. Today, such simulation models can already be viewed as standard tools, and their importance is likely to increase further as available com puter power is expected to increase and the predictive quality of the models is constantly enhanced. This book describes and discusses the most widely used mathematical models for in-cylinder spray and combustion processes, which are the most important subprocesses affecting engine fuel consumption and pollutant emissions. The relevant thermodynamic, fluid dynamic and chemical principles are summarized, and then the application of these principles to the in-cylinder processes is ex plained. Different modeling approaches for the each subprocesses are compared and discussed with respect to the governing model assumptions and simplifica tions. Conclusions are drawn as to which model approach is appropriate for a specific type of problem in the development process of an engine. Hence, this book may serve both as a graduate level textbook for combustion engineering stu dents and as a reference for professionals employed in the field of combustion en gine modeling. The research necessary for this book was carried out during my employment as a postdoctoral scientist at the Institute of Technical Combustion (ITV) at the Uni versity of Hannover, Germany and at the Engine Research Center (ERC) at the University of Wisconsin-Madison, USA.