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Game Engine Architecture

Game Engine Architecture (Hardcover, 2)

제프 랜더, Jason Gregory (지은이)
Taylor & Francis
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Game Engine Architecture
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책 정보

· 제목 : Game Engine Architecture (Hardcover, 2) 
· 분류 : 외국도서 > 컴퓨터 > 컴퓨터 그래픽
· ISBN : 9781466560017
· 쪽수 : 1052쪽
· 출판일 : 2014-08-21

목차

Foundations
Introduction
Structure of a Typical Game Team
What Is a Game?
What Is a Game Engine?
Engine Differences across Genres
Game Engine Survey
Runtime Engine Architecture
Tools and the Asset Pipeline

Tools of the Trade
Version Control
Microsoft Visual Studio
Profiling Tools
Memory Leak and Corruption Detection
Other Tools

Fundamentals of Software Engineering for Games
C++ Review and Best Practices
Data, Code and Memory
Catching and Handling Errors
Pipelines, Caches and Optimization

3D Math for Games
Solving 3D Problems in 2D
Points and Vectors
Matrices
Quaternions
Comparison of Rotational Representations
Other Useful Mathematical Objects
Hardware-Accelerated SIMD Math
Random Number Generation

Low-Level Engine Systems
Engine Support Systems
Subsystem Start-Up and Shut-Down
Memory Management
Containers
Strings
Engine Configuration

Resources and the File System
File System
The Resource Manager

The Game Loop and Real-Time Simulation
The Rendering Loop
The Game Loop
Game Loop Architectural Styles
Abstract Timelines
Measuring and Dealing with Time
Multiprocessor Game Loops
Networked Multiplayer Game Loops

Human Interface Devices (HID)
Types of Human Interface Devices
Interfacing with a HID
Types of Inputs
Types of Outputs
Game Engine HID Systems
Human Interface Devices in Practice

Tools for Debugging and Development
Logging and Tracing
Debug Drawing Facilities
In-Game Menus
In-Game Console
Debug Cameras and Pausing the Game
Cheats
Screenshots and Movie Capture
In-Game Profiling
In-Game Memory Stats and Leak Detection

Graphics, Motion and Sound
The Rendering Engine
Foundations of Depth-Buffered Triangle Rasterization
The Rendering Pipeline
Advanced Lighting and Global Illumination
Visual Effects and Overlays
Further Reading

Animation Systems
Types of Character Animation
Skeletons
Poses
Clips
Skinning and Matrix Palette Generation
Animation Blending
Post-Processing
Compression Techniques
Animation System Architecture
The Animation Pipeline
Action State Machines
Animation Controllers

Collision and Rigid Body Dynamics
Do You Want Physics in Your Game?
Collision/Physics Middleware
The Collision Detection System
Rigid Body Dynamics
Integrating a Physics Engine into Your Game
Advanced Physics Features

Audio
The Physics of Sound
The Mathematics of Sound
The Technology of Sound
Rendering Audio in 3D
Audio Engine Architecture
Game-Specific Audio Features

Gameplay
Introduction to Gameplay Systems
Anatomy of a Game World
Implementing Dynamic Elements: Game Objects
Data-Driven Game Engines
The Game World Editor

Runtime Gameplay Foundation Systems
Components of the Gameplay Foundation System
Runtime Object Model Architectures
World Chunk Data Formats
Loading and Streaming Game Worlds
Object References and World Queries
Updating Game Objects in Real Time
Events and Message-Passing
Scripting
High-Level Game Flow

Conclusion
You Mean There’s More?
Some Engine Systems We Didn’t Cover
Gameplay Systems

Bibliography

Index

저자소개

제프 랜더 (지은이)    정보 더보기
실시간 3차원 그래픽스의 수준 높은 적용을 목표로 하는 Darwin3D의 설립자이다. 그는 비디오 게임, 텔레비전, 그리고 영화 분야에서 20년 가까이 프로그래머로 일해 왔으며, 그 기간 동안 많은 실시간 그래픽스 응용 프로그램을 개발했다. 그는 또한 1998년~2001년 동안 매월 Game Developer Magazine의 Graphic Content 컬럼에 기고하였고, Game Technology 세미나를 공동 창설했으며, 의 그래픽스 섹션 편집을 담당하였다.
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