J. Gregory. Taylor & Francis Ltd., 1 edition, (2009)
Abstract
This book provides readers with an in-depth exploration of 3D game engine architecture. It covers state-of-the-art software architecture principles in the context of game engine design, investigates the subsystems typically found in a real production game engine, surveys engine architectures from actual shipping games, and explores how the differences between game genres can affect engine design. Topics covered include large-scale C++ software architecture in a games context; engine subsystems including rendering, audio, collision, physics and game world models; multi-player engines; tools pipelines for modern games.
%0 Book
%1 Gregory.2009
%A Gregory, Jason
%D 2009
%I Taylor & Francis Ltd.
%K Engineering ITeG_233 architecture game programming
%T Game engine architecture
%X This book provides readers with an in-depth exploration of 3D game engine architecture. It covers state-of-the-art software architecture principles in the context of game engine design, investigates the subsystems typically found in a real production game engine, surveys engine architectures from actual shipping games, and explores how the differences between game genres can affect engine design. Topics covered include large-scale C++ software architecture in a games context; engine subsystems including rendering, audio, collision, physics and game world models; multi-player engines; tools pipelines for modern games.
%7 1
@book{Gregory.2009,
abstract = {This book provides readers with an in-depth exploration of 3D game engine architecture. It covers state-of-the-art software architecture principles in the context of game engine design, investigates the subsystems typically found in a real production game engine, surveys engine architectures from actual shipping games, and explores how the differences between game genres can affect engine design. Topics covered include large-scale C++ software architecture in a games context; engine subsystems including rendering, audio, collision, physics and game world models; multi-player engines; tools pipelines for modern games.},
added-at = {2011-09-08T18:11:07.000+0200},
author = {Gregory, Jason},
biburl = {https://www.bibsonomy.org/bibtex/2e00f797003eb3238f7ecf560276d3d3e/ls_leimeister},
edition = 1,
interhash = {a068c7c0b8a3b5b65e8ee527f6c8986c},
intrahash = {e00f797003eb3238f7ecf560276d3d3e},
keywords = {Engineering ITeG_233 architecture game programming},
publisher = {Taylor & Francis Ltd.},
timestamp = {2011-09-08T18:11:07.000+0200},
title = {Game engine architecture},
year = 2009
}