Book description
New to this edition: update the section on game console HW, extend the rendering chapter, include a section on 2D GUI, new chapter on multiplayer networking, more coverage of the Unity game engine.
Table of contents
- Cover
- Half Title
- Title Page
- Copyright Page
- Dedication
- Table of Contents
- Preface
-
I Foundations
- 1 Introduction
- 2 Tools of the Trade
- 3 Fundamentals of Software Engineering for Games
-
4 Parallelism and Concurrent Programming
- 4.1 Defining Concurrency and Parallelism
- 4.2 Implicit Parallelism
- 4.3 Explicit Parallelism
- 4.4 Operating System Fundamentals
- 4.5 Introduction to Concurrent Programming
- 4.6 Thread Synchronization Primitives
- 4.7 Problems with Lock-Based Concurrency
- 4.8 Some Rules of Thumb for Concurrency
- 4.9 Lock-Free Concurrency
- 4.10 SIMD/Vector Processing
- 4.11 Introduction to GPGPU Programming
- 5 3D Math for Games
- II Low-Level Engine Systems
- III Graphics, Motion and Sound
-
IV Gameplay
- 15 Introduction to Gameplay Systems
-
16 Runtime Gameplay Foundation Systems
- 16.1 Components of the Gameplay Foundation System
- 16.2 Runtime Object Model Architectures
- 16.3 World Chunk Data Formats
- 16.4 Loading and Streaming Game Worlds
- 16.5 Object References and World Queries
- 16.6 Updating Game Objects in Real Time
- 16.7 Applying Concurrency to Game Object Updates
- 16.8 Events and Message-Passing
- 16.9 Scripting
- 16.10 High-Level Game Flow
- V Conclusion
- Bibliography
- Index
Product information
- Title: Game Engine Architecture, Third Edition, 3rd Edition
- Author(s):
- Release date: July 2018
- Publisher(s): A K Peters/CRC Press
- ISBN: 9781351974271
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