Isbn: 9798243179010 - reverse engineering game engines & graphics pipelines: a comprehensive guide to unreal, unity, vulkan, directx, and gpu rendering internals for modding, optimization, and vulnerability discovery (6 resultados)

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  • Idioma: Inglés

    Editorial: Independently Published, 2026

    9798243179010

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    Librería: PBShop.store US, Wood Dale, IL, Estados Unidos de AmericaPBShop.store US

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    Condición: Nuevo

    EUR 42,53

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    Cantidad disponible: Más de 20 disponibles

    PAP. Condición: New. New Book. Shipped from UK. Established seller since 2000.

  • Idioma: Inglés

    Editorial: Independently Published, 2026

    9798243179010

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    Librería: PBShop.store UK, Fairford, GLOS, Reino UnidoPBShop.store UK

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    Condición: Nuevo

    EUR 38,23

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    Se envía de Reino Unido a Estados Unidos de America

    Cantidad disponible: Más de 20 disponibles

    PAP. Condición: New. New Book. Shipped from UK. Established seller since 2000.

  • Condición: Nuevo

    EUR 53,64

    Envío por EUR 35,00 
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: 2 disponibles

    Taschenbuch. Condición: Neu. Neuware - Reactive PublishingReverse engineering game engines is one of those rare domains where software craftsmanship, GPU architecture, and creative curiosity converge. This book gives readers a structured, insider-level understanding of how modern game engines and graphics pipelines really work under the hood, not from a marketing or tutorial perspective, but from the debugging consoles, disassembly windows, GPU profilers, and render doc captures where developers actually interrogate a system.Reverse Engineering Game Engines & Graphics Pipelines is a comprehensive technical deep dive into Unreal Engine, Unity, Vulkan, DirectX, and modern GPU rendering pathways. Readers will learn how scenes are constructed, how shaders are orchestrated, how resources flow between CPU and GPU, and how engine subsystems communicate across abstraction layers. From here, the book explores practical reverse engineering workflows: identifying modifiable components, isolating performance bottlenecks, detecting and patching memory access, tracing draw calls, reconstructing asset pipelines, and exposing undocumented engine behavior.The final part of the book focuses on the applied use cases that make reverse engineering such a powerful domain: modding, graphical enhancements, renderer swapping, performance tuning, combating cheat vectors and exploit pathways, and vulnerability discovery across engine boundaries. Throughout, real-world examples showcase tools and techniques for dissecting shaders, debugging GPU workloads, profiling rendering pipelines, and tracing architecture decisions back to code.Readers will walk away with a grounded understanding of how modern engines and GPU systems operate, how to reason about their internals, and how to manipulate them as systems rather than black boxes. This book serves developers, modders, security researchers, and graphics engineers who want to go past the surface and understand the invisible machinery that makes games run.…

  • Idioma: Inglés

    Editorial: Independently Published, 2026

    9798243179010

    • Tapa blanda
    • Impresión bajo demanda

    Librería: Grand Eagle Retail, Bensenville, IL, Estados Unidos de AmericaGrand Eagle Retail

    Vendedor de 5 estrellas
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    Condición: Nuevo

    EUR 39,34

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    Cantidad disponible: 1 disponible

    Paperback. Condición: new. Paperback. Reactive PublishingReverse engineering game engines is one of those rare domains where software craftsmanship, GPU architecture, and creative curiosity converge. This book gives readers a structured, insider-level understanding of how modern game engines and graphics pipelines really work under the hood, not from a marketing or tutorial perspective, but from the debugging consoles, disassembly windows, GPU profilers, and render doc captures where developers actually interrogate a system.Reverse Engineering Game Engines & Graphics Pipelines is a comprehensive technical deep dive into Unreal Engine, Unity, Vulkan, DirectX, and modern GPU rendering pathways. Readers will learn how scenes are constructed, how shaders are orchestrated, how resources flow between CPU and GPU, and how engine subsystems communicate across abstraction layers. From here, the book explores practical reverse engineering workflows: identifying modifiable components, isolating performance bottlenecks, detecting and patching memory access, tracing draw calls, reconstructing asset pipelines, and exposing undocumented engine behavior.The final part of the book focuses on the applied use cases that make reverse engineering such a powerful domain: modding, graphical enhancements, renderer swapping, performance tuning, combating cheat vectors and exploit pathways, and vulnerability discovery across engine boundaries. Throughout, real-world examples showcase tools and techniques for dissecting shaders, debugging GPU workloads, profiling rendering pipelines, and tracing architecture decisions back to code.Readers will walk away with a grounded understanding of how modern engines and GPU systems operate, how to reason about their internals, and how to manipulate them as systems rather than black boxes. This book serves developers, modders, security researchers, and graphics engineers who want to go past the surface and understand the invisible machinery that makes games run. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

  • Idioma: Inglés

    Editorial: Independently published, 2026

    9798243179010

    • Tapa blanda
    • Impresión bajo demanda

    Librería: California Books, Miami, FL, Estados Unidos de AmericaCalifornia Books

    Vendedor de 5 estrellas
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    Condición: Nuevo

    EUR 39,35

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    Cantidad disponible: Más de 20 disponibles

    Condición: New. Print on Demand.

  • Idioma: Inglés

    Editorial: Independently Published, 2026

    9798243179010

    • Tapa blanda
    • Impresión bajo demanda

    Librería: CitiRetail, Stevenage, Reino UnidoCitiRetail

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 42,41

    Envío por EUR 43,54 
    Se envía de Reino Unido a Estados Unidos de America

    Cantidad disponible: 1 disponible

    Paperback. Condición: new. Paperback. Reactive PublishingReverse engineering game engines is one of those rare domains where software craftsmanship, GPU architecture, and creative curiosity converge. This book gives readers a structured, insider-level understanding of how modern game engines and graphics pipelines really work under the hood, not from a marketing or tutorial perspective, but from the debugging consoles, disassembly windows, GPU profilers, and render doc captures where developers actually interrogate a system.Reverse Engineering Game Engines & Graphics Pipelines is a comprehensive technical deep dive into Unreal Engine, Unity, Vulkan, DirectX, and modern GPU rendering pathways. Readers will learn how scenes are constructed, how shaders are orchestrated, how resources flow between CPU and GPU, and how engine subsystems communicate across abstraction layers. From here, the book explores practical reverse engineering workflows: identifying modifiable components, isolating performance bottlenecks, detecting and patching memory access, tracing draw calls, reconstructing asset pipelines, and exposing undocumented engine behavior.The final part of the book focuses on the applied use cases that make reverse engineering such a powerful domain: modding, graphical enhancements, renderer swapping, performance tuning, combating cheat vectors and exploit pathways, and vulnerability discovery across engine boundaries. Throughout, real-world examples showcase tools and techniques for dissecting shaders, debugging GPU workloads, profiling rendering pipelines, and tracing architecture decisions back to code.Readers will walk away with a grounded understanding of how modern engines and GPU systems operate, how to reason about their internals, and how to manipulate them as systems rather than black boxes. This book serves developers, modders, security researchers, and graphics engineers who want to go past the surface and understand the invisible machinery that makes games run. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.…