Librería: GreatBookPricesUK, Woodford Green, Reino Unido
EUR 179,00
Cantidad disponible: 10 disponibles
Añadir al carritoCondición: New.
EUR 196,94
Cantidad disponible: 2 disponibles
Añadir al carritoHRD. Condición: New. New Book. Shipped from UK. Established seller since 2000.
Librería: GreatBookPrices, Columbia, MD, Estados Unidos de America
EUR 205,21
Cantidad disponible: 10 disponibles
Añadir al carritoCondición: New.
EUR 207,55
Cantidad disponible: 2 disponibles
Añadir al carritoHRD. Condición: New. New Book. Shipped from UK. Established seller since 2000.
Librería: GreatBookPrices, Columbia, MD, Estados Unidos de America
EUR 209,11
Cantidad disponible: 10 disponibles
Añadir al carritoCondición: As New. Unread book in perfect condition.
Librería: Chiron Media, Wallingford, Reino Unido
EUR 206,02
Cantidad disponible: 2 disponibles
Añadir al carritohardcover. Condición: New.
Librería: GreatBookPricesUK, Woodford Green, Reino Unido
EUR 209,24
Cantidad disponible: 10 disponibles
Añadir al carritoCondición: As New. Unread book in perfect condition.
Librería: Majestic Books, Hounslow, Reino Unido
EUR 220,41
Cantidad disponible: 3 disponibles
Añadir al carritoCondición: New.
EUR 179,01
Cantidad disponible: 2 disponibles
Añadir al carritoCondición: NEW.
Librería: Books Puddle, New York, NY, Estados Unidos de America
EUR 236,01
Cantidad disponible: 3 disponibles
Añadir al carritoCondición: New.
Idioma: Inglés
Publicado por Taylor & Francis Ltd, London, 2026
ISBN 10: 1032443065 ISBN 13: 9781032443065
Librería: Grand Eagle Retail, Bensenville, IL, Estados Unidos de America
EUR 243,58
Cantidad disponible: 1 disponibles
Añadir al carritoHardcover. Condición: new. Hardcover. 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 first volume covers essential concepts, techniques, tools, and the engine systems that form the core of every game engine.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 FeaturesCovers both the theory and practice of game engine software developmentExamples are grounded in specific technologies, but discussion extends beyond any particular engine or APIIncludes all mathematical background neededComprehensive text for beginners and also has content for senior engineers In this fourth edition, Jason Gregory presents both the theory and practice of game engine software development. 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. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Librería: Kennys Bookshop and Art Galleries Ltd., Galway, GY, Irlanda
EUR 236,74
Cantidad disponible: 2 disponibles
Añadir al carritoCondición: New. 2026. 4th Edition. hardcover. . . . . .
Idioma: Inglés
Publicado por Taylor and Francis Ltd, GB, 2026
ISBN 10: 1032443065 ISBN 13: 9781032443065
Librería: Rarewaves USA, OSWEGO, IL, Estados Unidos de America
EUR 257,80
Cantidad disponible: 1 disponibles
Añadir al carritoHardback. Condición: New. 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 first volume covers essential concepts, techniques, tools, and the engine systems that form the core of every game engine.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 FeaturesCovers both the theory and practice of game engine software developmentExamples are grounded in specific technologies, but discussion extends beyond any particular engine or APIIncludes all mathematical background neededComprehensive text for beginners and also has content for senior engineers.
Librería: Biblios, Frankfurt am main, HESSE, Alemania
EUR 246,91
Cantidad disponible: 3 disponibles
Añadir al carritoCondición: New.
Idioma: Inglés
Publicado por Taylor & Francis Ltd, London, 2026
ISBN 10: 1032443065 ISBN 13: 9781032443065
Librería: CitiRetail, Stevenage, Reino Unido
EUR 223,28
Cantidad disponible: 1 disponibles
Añadir al carritoHardcover. Condición: new. Hardcover. 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 first volume covers essential concepts, techniques, tools, and the engine systems that form the core of every game engine.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 FeaturesCovers both the theory and practice of game engine software developmentExamples are grounded in specific technologies, but discussion extends beyond any particular engine or APIIncludes all mathematical background neededComprehensive text for beginners and also has content for senior engineers In this fourth edition, Jason Gregory presents both the theory and practice of game engine software development. 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. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.
Idioma: Inglés
Publicado por Taylor and Francis Ltd, GB, 2026
ISBN 10: 1032443065 ISBN 13: 9781032443065
Librería: Rarewaves.com USA, London, LONDO, Reino Unido
EUR 269,44
Cantidad disponible: 1 disponibles
Añadir al carritoHardback. Condición: New. 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 first volume covers essential concepts, techniques, tools, and the engine systems that form the core of every game engine.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 FeaturesCovers both the theory and practice of game engine software developmentExamples are grounded in specific technologies, but discussion extends beyond any particular engine or APIIncludes all mathematical background neededComprehensive text for beginners and also has content for senior engineers.
Librería: Revaluation Books, Exeter, Reino Unido
EUR 257,15
Cantidad disponible: 2 disponibles
Añadir al carritoHardcover. Condición: Brand New. 4th edition. 672 pages. 10.00x7.00x1.30 inches. In Stock.
EUR 221,63
Cantidad disponible: 2 disponibles
Añadir al carritoCondición: New. Jason Gregory has worked as a software engineer in the games industry since March 1999, and as a professional software engineer since 1994. He got his start in game programming at Midway Home Entertainment in San Diego, where he worked on tools, e.
Librería: Kennys Bookstore, Olney, MD, Estados Unidos de America
EUR 297,58
Cantidad disponible: 2 disponibles
Añadir al carritoCondición: New. 2026. 4th Edition. hardcover. . . . . . Books ship from the US and Ireland.
Idioma: Inglés
Publicado por Taylor and Francis Ltd, GB, 2026
ISBN 10: 1032443065 ISBN 13: 9781032443065
Librería: Rarewaves USA United, OSWEGO, IL, Estados Unidos de America
EUR 262,92
Cantidad disponible: 1 disponibles
Añadir al carritoHardback. Condición: New. 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 first volume covers essential concepts, techniques, tools, and the engine systems that form the core of every game engine.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 FeaturesCovers both the theory and practice of game engine software developmentExamples are grounded in specific technologies, but discussion extends beyond any particular engine or APIIncludes all mathematical background neededComprehensive text for beginners and also has content for senior engineers.
Idioma: Inglés
Publicado por Taylor & Francis Ltd Apr 2026, 2026
ISBN 10: 1032443065 ISBN 13: 9781032443065
Librería: AHA-BUCH GmbH, Einbeck, Alemania
EUR 231,92
Cantidad disponible: 2 disponibles
Añadir al carritoBuch. Condición: Neu. Neuware - 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.
Librería: preigu, Osnabrück, Alemania
EUR 244,40
Cantidad disponible: 1 disponibles
Añadir al carritoBuch. Condición: Neu. Game Engine Architecture | Volume I, Foundations and Core Engine Systems | Jason Gregory | Buch | Einband - fest (Hardcover) | Englisch | 2026 | Taylor & Francis Ltd | EAN 9781032443065 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu.
Idioma: Inglés
Publicado por Taylor and Francis Ltd, GB, 2026
ISBN 10: 1032443065 ISBN 13: 9781032443065
Librería: Rarewaves.com UK, London, Reino Unido
EUR 256,40
Cantidad disponible: 1 disponibles
Añadir al carritoHardback. Condición: New. 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 first volume covers essential concepts, techniques, tools, and the engine systems that form the core of every game engine.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 FeaturesCovers both the theory and practice of game engine software developmentExamples are grounded in specific technologies, but discussion extends beyond any particular engine or APIIncludes all mathematical background neededComprehensive text for beginners and also has content for senior engineers.
Idioma: Inglés
Publicado por Taylor & Francis Ltd, London, 2026
ISBN 10: 1032443065 ISBN 13: 9781032443065
Librería: AussieBookSeller, Truganina, VIC, Australia
EUR 363,68
Cantidad disponible: 1 disponibles
Añadir al carritoHardcover. Condición: new. Hardcover. 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 first volume covers essential concepts, techniques, tools, and the engine systems that form the core of every game engine.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 FeaturesCovers both the theory and practice of game engine software developmentExamples are grounded in specific technologies, but discussion extends beyond any particular engine or APIIncludes all mathematical background neededComprehensive text for beginners and also has content for senior engineers In this fourth edition, Jason Gregory presents both the theory and practice of game engine software development. 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. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.