![]() Plus an entirely new chapter on hardware parallelism and concurrent programming. The IEEE-754 floating-point representation, This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of:Ĭomputer and CPU hardware and memory caches, 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. 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.
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