Game Engine Architecture / (Record no. 7425)
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| 000 -LEADER | |
|---|---|
| fixed length control field | 02116 a2200181 4500 |
| 005 - DATE AND TIME OF LATEST TRANSACTION | |
| control field | 20251011160123.0 |
| 008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
| fixed length control field | 251011b |||||||| |||| 00| 0 eng d |
| 020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
| ISBN | 9781466560017 |
| 082 ## - DEWEY DECIMAL CLASSIFICATION NUMBER | |
| Classification number | 794.8 |
| Item number | GreG |
| 100 ## - MAIN ENTRY--AUTHOR NAME | |
| Personal name | Gregory, Jason |
| 245 ## - TITLE STATEMENT | |
| Title | Game Engine Architecture / |
| Statement of responsibility, etc | Jason, Gregory |
| 250 ## - EDITION STATEMENT | |
| Edition statement | 2nd ed. |
| 260 ## - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT) | |
| Name of publisher | CRC : |
| Place of publication | Boca Raton , |
| Year of publication | ©2014. |
| 300 ## - PHYSICAL DESCRIPTION | |
| Number of Pages | xxvi,1014p. |
| 520 ## - SUMMARY, ETC. | |
| Summary, etc | New to the Second Edition<br/>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<br/> New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine<br/> 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<br/> Insight into the making of Naughty Dog’s latest hit, The Last of Us<br/>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.<br/>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. |
| 650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM | |
| Topical Term | Electronic games |
| 942 ## - ADDED ENTRY ELEMENTS (KOHA) | |
| Koha item type | Books |
| Withdrawn status | Lost status | Damaged status | Collection code | Home library | Current library | Shelving location | Date acquired | Source of acquisition | Purchase Price | Bill number | Full call number | Accession Number | Print Price | Bill Date/Price effective from | Koha item type |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Mechanical | Indian Institute of Technology Tirupati | Indian Institute of Technology Tirupati | General Stacks | 07/10/2025 | Shah Book House | 4940.89 | SBH/28599 | 794.8 GreG (12228) | 12228 | 7058.42 | 07/10/2025 | Books |