Game Engines Decoded
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Game Engines Decoded
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Author : Barrett Williams
language : en
Publisher: Barrett Williams
Release Date : 2025-01-29
Game Engines Decoded written by Barrett Williams and has been published by Barrett Williams this book supported file pdf, txt, epub, kindle and other format this book has been release on 2025-01-29 with Technology & Engineering categories.
Unlock the secrets to creating captivating virtual worlds with "Game Engines Decoded," your comprehensive guide to the dynamic realm of game development. Whether you're an aspiring developer or a seasoned pro, this eBook offers invaluable insights into the technology driving today's interactive experiences. Dive into the history and evolution of game engines and discover their pivotal role in shaping the gaming landscape. Navigate through the core architecture of these engines, unveiling the components that drive performance and flexibility. Delve deep into the mechanics of game loops and grasp why modularity is essential for crafting seamless and scalable gaming environments. Unearth the intricacies of graphics rendering, exploring the magic behind 3D visuals, shaders, and advanced lighting techniques. Learn how physics engines breathe life into virtual worlds by simulating realistic interactions and collisions. Experience how immersive audio design and dynamic soundscapes enhance player engagement. The future of game development lies in AI, and this eBook unravels the complexities of artificial intelligence in game engines, from NPC behavior to pathfinding algorithms. Master the art of implementing game logic with scripting languages, achieve cross-platform consistency, and tackle networking challenges for multiplayer experiences. Venture into the forefront of technology with virtual reality adaptations and explore cutting-edge trends like cloud-based game engines and AI-driven innovations. This guide also weighs the pros and cons of open source versus proprietary engines, providing you with a clear understanding of legal frameworks and strategic advantages. Finally, equip yourself with an essential toolkit, complete with skills, resources, and community networks to propel your game development journey forward. "Game Engines Decoded" is your gateway to unlocking unlimited creative potential in building the next generation of gaming experiences. Dive in and begin your adventure today.
Game Engine Architecture
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Author : Jason Gregory
language : en
Publisher: CRC Press
Release Date : 2017-03-27
Game Engine Architecture written by Jason Gregory and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-03-27 with Computers categories.
Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.
Game Engine Black Book Wolfenstein 3d
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Author : Fabien Sanglard
language : en
Publisher: Software Wizards
Release Date :
Game Engine Black Book Wolfenstein 3d written by Fabien Sanglard and has been published by Software Wizards this book supported file pdf, txt, epub, kindle and other format this book has been release on with Computers categories.
How was Wolfenstein 3D made and what were the secrets of its speed? How did id Software manage to turn a machine designed to display static images for word processing and spreadsheet applications into the best gaming platform in the world, capable of running games at seventy frames per seconds? If you have ever asked yourself these questions, Game Engine Black Book is for you. This is an engineering book. You will not find much prose in here (the author’s English is broken anyway.) Instead, this book has only bit of text and plenty of drawings attempting to describe in great detail the Wolfenstein 3D game engine and its hardware, the IBM PC with an Intel 386 CPU and a VGA graphic card. Game Engine Black Book details techniques such as raycasting, compiled scalers, deferred rendition, VGA Mode-Y, linear feedback shift register, fixed point arithmetic, pulse width modulation, runtime generated code, self-modifying code, and many others tricks. Open up to discover the architecture of the software which pioneered the First Person Shooter genre.
Game Engine Architecture Third Edition
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Author : Jason Gregory
language : en
Publisher: CRC Press
Release Date : 2018-07-20
Game Engine Architecture Third Edition written by Jason Gregory and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-07-20 with Computers categories.
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. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.
Game Engine Gems Volume One
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Author : Eric Lengyel
language : en
Publisher: Jones & Bartlett Publishers
Release Date : 2010-03-05
Game Engine Gems Volume One written by Eric Lengyel and has been published by Jones & Bartlett Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-03-05 with Computers categories.
Game Engine Gems brings together in a single volume dozens of new articles from leading professionals in the game development industry. Each "gem" presents a previously unpublished technique related to game engines and real-time virtual simulations. Specific topics include rendering techniques, shaders, scene organization, visibility determination, collision detection, audio, user interface, input devices, memory management, artificial intelligence, resource organization, and cross-platform considerations. A CD-ROM containing all the source codes and demos accompanies the book.
Game Engine Design And Implementation
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Author : Alan Thorn
language : en
Publisher: Jones & Bartlett Publishers
Release Date : 2011-08-24
Game Engine Design And Implementation written by Alan Thorn and has been published by Jones & Bartlett Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-08-24 with Computers categories.
Part of the new Foundations of Game Development Series! Almost every video game on the market today is powered by a game engine. But, what is a game engine? What does it do? How are they useful to both developers and the game? And how are they made? These, and other important engine related questions, are explored and discussed in this book. In clear and concise language, this book examines through examples and exercises both the design and implementation of a video game engine. Specifically, it focuses on the core components of a game engine, audio and sound systems, file and resource management, graphics and optimization techniques, scripting and physics, and much more. Suitable for students, hobbyists, and independent developers, this no-nonsense book helps fine-tune an understanding of solid engine design and implementation for creating games that sell.
Build Your Own 2d Game Engine And Create Great Web Games
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Author : Kelvin Sung
language : en
Publisher: Apress
Release Date : 2015-10-13
Build Your Own 2d Game Engine And Create Great Web Games written by Kelvin Sung and has been published by Apress this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-10-13 with Computers categories.
Build Your Own 2D Game Engine and Create Great Web Games teaches you how to develop your own web-based game engine step-by-step, allowing you to create a wide variety of online videogames that can be played in common web browsers. Chapters include examples and projects that gradually increase in complexity while introducing a ground-up design framework, providing you with the foundational concepts needed to build fun and engaging 2D games. By the end of this book you will have created a complete prototype level for a side scrolling action platform game and will be prepared to begin designing additional levels and games of your own. This book isolates and presents relevant knowledge from software engineering, computer graphics, mathematics, physics, game development, game mechanics, and level design in the context of building a 2D game engine from scratch. The book then derives and analyzes the source code needed to implement thes e concepts based on HTML5, JavaScript, and WebGL. After completing the projects you will understand the core-concepts and implementation details of a typical 2D game engine and you will be familiar with a design and prototyping methodology you can use to create game levels and mechanics that are fun and engaging for players. You will gain insights into the many ways software design and creative design must work together to deliver the best game experiences, and you will have access to a versatile 2D game engine that you can expand upon or utilize directly to build your own 2D games that can be played online from anywhere. • Assists the reader in understanding the core-concepts behind a 2D game engine • Guides the reader in building a functional game engine based on these concepts • Lead s the reader in exploring the interplay between technical design and game experience design • Teaches the reader how to build their own 2D games that can be played across internet via popular browsers
Decoding The Last Of Us
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Author : Nicolas Deneschau
language : en
Publisher: Third Editions
Release Date : 2024-07-31
Decoding The Last Of Us written by Nicolas Deneschau and has been published by Third Editions this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-07-31 with Games & Activities categories.
How far would I go for love? This profound question drives the visceral storytelling of The Last of Us. Love is the central theme for people like us. We find it in literature, cinema, TV series, the most extravagant reality shows and, in this case, video games. After disrupting the adventure game formula with the acclaimed Uncharted series, Naughty Dog changed its recipe in 2013 with The Last of Us, embracing the post-apocalyptic genre. Seven years later, The Last of Us Part II offered a more radical and divisive experience, but still focused on people, their motivations and their flaws. With the book "Decoding The Last of Us: The Remnants of Humanity", author Nicolas Deneschau invites us to grasp all the complexity behind the design of these titles, as well as the meticulousness of their authors and development teams. He analyses the many ways The Last of Us can be read and considers the important role the diptych played in the transformation of the blockbuster video game.
Game Engine Gems 2
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Author : Eric Lengyel
language : en
Publisher: CRC Press
Release Date : 2011-02-14
Game Engine Gems 2 written by Eric Lengyel and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-02-14 with Computers categories.
This book, the second volume in the popular Game Engine Gems series, contains short articles that focus on a particular technique, describe a clever trick, or offer practical advice within the subject of game engine development. The 31 chapters cover three broad categories-graphics and rendering, game engine design, and systems programming. Profess
Decoding Cultural Heritage
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Author : Fernando Moral-Andrés
language : en
Publisher: Springer Nature
Release Date : 2024-07-01
Decoding Cultural Heritage written by Fernando Moral-Andrés and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-07-01 with Computers categories.
This book provides readers with an overview of the use of digital techniques for cultural heritage preservation. Those include image processing, advanced sensing, geomatics or virtual and augmented reality. The use of newer tools such as generative artificial intelligence for images and 3D or advanced natural language processing systems is also considered. The ultimate goal is to provide readers with a global perspective of the state of the art on the use of digital tools for cultural heritage applications, both for researchers and professionals involved in cultural heritage and for computer scientists and engineers that design and develop technologies that can be used for cultural heritage preservation.