| 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$ |
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| 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. |
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| 300 |
_axx, 860 p. : _bill. ; _c25 cm. |
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| 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. |
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| 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 |
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