000 01743cam a2200313 a 4500
001 ocn313650197
003 OCoLC
005 20251028093155.0
008 090327s2009 maua b 001 0 eng
010 _a 2009013092
035 _a(Sirsi) i9781568814131
035 _a(Sirsi) i9781568814131
040 _aDLC
_beng
_cDLC
_dBTCTA
_dYDXCP
_dC#P
_dBWX
_dCDX
_dMNY
_dCHVBK
_dDEBBG
_dOCL
_dGA0
_dVP@
_dVF$
020 _a9781568814131 (alk. paper)
020 _a1568814135 (alk. paper)
035 _a(OCoLC)313650197
050 0 0 _aQA 76.76 .C672
_bG77 2009
049 _aVF$A
100 1 _aGregory, Jason,
_d1970-
245 1 0 _aGame engine architecture /
_cJason Gregory.
260 _aWellesley, Mass. :
_bA K Peters,
_cc2009.
300 _axx, 860 p. :
_bill. ;
_c25 cm.
504 _aIncludes bibliographical references and index.
505 0 _aI. 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?
650 0 _aComputer games
_xProgramming.
650 0 _aComputer architecture.
856 4 1 _3Table of contents
_uhttp://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&doc_number=018674064&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA
999 _c129639
_d129639