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Publicado por Taylor & Francis Ltd, London, 2026
ISBN 10: 1032443081 ISBN 13: 9781032443089
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Añadir al carritoPaperback. Condición: new. Paperback. 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.
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Publicado por Taylor and Francis Ltd, GB, 2026
ISBN 10: 1032443081 ISBN 13: 9781032443089
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Añadir al carritoPaperback. 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.
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Añadir al carritoCondición: New. 2026. 4th Edition. paperback. . . . . .
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Publicado por Taylor & Francis Ltd, London, 2026
ISBN 10: 1032443081 ISBN 13: 9781032443089
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Añadir al carritoPaperback. Condición: new. Paperback. 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.
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Añadir al carritoPaperback. 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.
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ISBN 10: 1032443081 ISBN 13: 9781032443089
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Añadir al carritoPaperback. Condición: new. Paperback. 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.
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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.
Idioma: Inglés
Publicado por Taylor and Francis Ltd, GB, 2026
ISBN 10: 1032443081 ISBN 13: 9781032443089
Librería: Rarewaves USA United, OSWEGO, IL, Estados Unidos de America
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Añadir al carritoPaperback. 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: 1032443081 ISBN 13: 9781032443089
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Añadir al carritoTaschenbuch. 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.
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Añadir al carritoTaschenbuch. Condición: Neu. Game Engine Architecture | Volume I, Foundations and Core Engine Systems | Jason Gregory | Taschenbuch | Einband - flex.(Paperback) | Englisch | 2026 | Taylor & Francis Ltd | EAN 9781032443089 | 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: 1032443081 ISBN 13: 9781032443089
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Añadir al carritoPaperback. 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.