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Game engine architecture / Jason Gregory.

By: Publication details: Wellesley, Mass. : A K Peters, c2009.Description: xx, 853 p. : ill. ; 25 cmISBN:
  • 9781439865262 (alk. paper)
  • 9781439865262 (alk. paper)
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Book Open Access Book Open Access Engineering Library Link to resource 1 Available 9781439865262

Foreword xiii

Preface xviiI Foundations 11
Introduction 31.1
Structure of a Typical Game Team 51.2
What Is a Game? 81.3
What Is a Game Engine? 111.4
Engine Differences Across Genres 131.5
Game Engine Survey 251.6
Runtime Engine Architecture 281.7
Tools and the Asset Pipeline 492
Tools of the Trade 572.1
Version Control 572.2
Microsoft Visual Studio 662.3
Profi ling Tools 85
2.4 Memory Leak and Corruption Detection 872.5
Other Tools 883 Fundamentals of Software Engineering for Games 913.1
C++ Review and Best Practices 913.2
Data, Code, and Memory in C/C++ 983.3
Catching and Handling Errors 1284
3D Math for Games 1374.1
Solving 3D Problems in 2D 1374.2
Points and Vectors 1384.3
Matrices 1514.4
Quaternions 1694.5
Comparison of Rotational Representations 1774.6
Other Useful Mathematical Objects 1814.7
Hardware-Accelerated SIMD Math 1854.8
Random Number Generation 192II
Low-Level Engine Systems 1955
Engine Support Systems 1975.1
Subsystem Start-Up and Shut-Down 1975.2
Memory Management 2055.3
Containers 2235.4
Strings 2425.5
Engine Confi guration 2526
Resources and the File System 2616.1
File System 2626.2
The Resource Manager 2727
The Game Loop and Real-Time Simulation 3037.1
The Rendering Loop 3037.2 The Game Loop 304

ix Contents7.3
Game Loop Architectural Styles 3077.4
Abstract Timelines 3107.5
Measuring and Dealing with Time 3127.6
Multiprocessor Game Loops 3247.7
Networked Multiplayer Game Loops 3338
Human Interface Devices (HID) 3398.1
Types of Human Interface Devices 3398.2
Interfacing with a HID 3418.3
Types of Inputs 3438.4
Types of Outputs 3488.5
Game Engine HID Systems 3498.6
Human Interface Devices in Practice 3669
Tools for Debugging and Development 3679.1
Logging and Tracing 3679.2
Debug Drawing Facilities 3729.3
In-Game Menus 3799.4
In-Game Console 3829.5
Debug Cameras and Pausing the Game 3839.6
Cheats 3849.7
Screen Shots and Movie Capture 3849.8
In-Game Profi ling 385III
Graphics and Motion 39710
The Rendering Engine 39910.1
Foundations of Depth-Buffered Triangle Rasterization 40010.2
The Rendering Pipeline 44410.3
Advanced Lighting and Global Illumination 46910.4
Visual Effects and Overlays 48111
Animation Systems 49111.1
Types of Character Animation 49111.2
Skeletons 496

x Contents11.3 Poses 49911.4
Clips 50411.5
Skinning and Matrix Palette Generation 51811.6
Animation Blending 52311.7
Post-Processing 54211.8
Compression Techniques 54511.9
Animation System Architecture 55211.10
The Animation Pipeline 55311.11
Action State Machines 56811.12
Animation Controllers 59312
Collision and Rigid Body Dynamics 59512.1
Do You Want Physics in Your Game? 59612.2
Collision/Physics Middleware 60112.3
The Collision Detection System 60312.4
Rigid Body Dynamics 63012.5
Integrating a Physics Engine into Your Game 66612.6
A Look Ahead: Advanced Physics Features 684IV Gameplay 68713
Introduction to Gameplay Systems 68913.1
Anatomy of a Game World 69013.2
Implementing Dynamic Elements: Game Objects 69513.3
Data-Driven Game Engines 69813.4
The Game World Editor 69914
Runtime Gameplay Foundation Systems 71114.1
Components of the Gameplay Foundation System 71114.2
Runtime Object Model Architectures 71514.3
World Chunk Data Formats 73414.4
Loading and Streaming Game Worlds 74114.5
Object References and World Queries 75014.6
Updating Game Objects in Real Time 757
xi Contents14.7
Events and Message-Passing 77314.8
Scripting 79414.9
High-Level Game Flow 817V
Conclusion 81915
You Mean There’s More? 82115.1
Some Engine Systems We Didn’t Cover 82115.2
Gameplay Systems 823
References 827
Index 83

Includes bibliographical references and index.

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