Village Green Shopping Centre | Vernon's Premier Shopping Destination
Choice Made Simple!
Too many options?Click below to purchase an online gift card that can be used at participating retailers in Village Green Shopping Centre and continue your shopping IN CENTRE!Purchase Here
Coles Game Engine Architecture: Volume II, Graphics, Motion, and Sound at Village Green Shopping Centre in Vernon, BC
*Product information may vary - to confirm product availability, pricing, shipping and return information please contact Coles
In this new and improved fourth edition of the highly popular Game Engine Architecture , Jason Gregory draws on his 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. The fourth edition offers the same comprehensive coverage of game engine architecture provided by previous editions, and this second volume delves into all of the major subsystems found in every game engine, including the animation engine, the 3D rendering engine, the lighting engine, the physics engine, the audio engine, and the game object model. 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
In this new and improved fourth edition of the highly popular Game Engine Architecture , Jason Gregory draws on his 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. The fourth edition offers the same comprehensive coverage of game engine architecture provided by previous editions, and this second volume delves into all of the major subsystems found in every game engine, including the animation engine, the 3D rendering engine, the lighting engine, the physics engine, the audio engine, and the game object model. 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
Find everything in-store including new, used and children’s books, music, movies, games and toys. Visit Coles today to find the perfect gift, or a novel for yourself. COVID-19 UPDATE: Open | Regular Centre Hours