TY - BOOK AU - Gregory,Jason TI - Game engine architecture SN - 9781568814131 (alk. paper) AV - QA 76.76 .C672 G77 2009 PY - 2009/// CY - Wellesley, Mass. PB - A K Peters KW - Computer games KW - Programming KW - Computer architecture N1 - Includes bibliographical references and index; I. Foundations -- 1. Introduction -- 2. Tools of the trade -- 3. Fundamentals of software engineering for games -- 4. 3D math for games -- II. Low-level engine systems -- 5. Engine support systems -- 6. Resources and the file system -- 7. The game loop and real-time simulation -- 8. Human interface devices (HID) -- 9. Tools for debugging and development -- III. Graphics and motion -- 10. The rendering engine -- 11. Animation systems -- 12. Collision and rigid body dynamics -- IV. Gameplay -- 13. Introduction to gameplay systems -- 14. Runtime gameplay foundation systems -- V. Conclusion -- 15. You mean there's more? UR - http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&doc_number=018674064&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA ER -