Game engine architecture / Jason Gregory
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...
Autor principal: | Gregory, Jason, (1970-) |
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Formato: | eBook |
Edición: | Third edition |
Publicación: |
Boca Raton, FL : AK Peters, 2018 |
Descripción física: | 1 recurso en línea |
Clasificación CDU: |
004.94 004.41 681.3 |
Edición: |
Third edition |
Tipo de contenido: |
Texto (visual) |
Tipo de medio: |
electrónico |
Tipo de soporte: |
recurso en línea |
Sumario: |
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. |
Colección: |
Colección de libros electrónicos de ULoyola
Libros electrónicos en Ebscohost |
Materias: | |
Cursos: |
Grado en Ingeniería Informática y Tecnologías Virtuales - Curso 3 - Physics Simulation Engines Grado en Creación de Vídeojuegos y Animación Digital - Curso 2 - Motores de Videojuegos y Simulación |
ISBN: |
9781351974288 9781351974271 9781138035454 |
Internet
Enlace al texto completo en ebscohostSevilla - Depósito
Copia 239284 | Disponible |
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Biblioteca Electrónica
Copia 239010 | Disponible |
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