Game Engine Architecture, Second Edition

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作者简介

Jason Gregory has worked as a professional software engineer since 1994. He got his start in game programming in 1999 at Midway Home Entertainment in San Diego, where he wrote tools and engine code, including the Playstation 2/Xbox animation system for Freaky Flyers, Hydro Thunder 2 and Crank the Weasel. In 2003, Jason moved to Electronic Arts Los Angeles, where he worked on engine and game play technology for Medal of Honor: Pacific Assault and served as a lead engineer during the Medal of Honor: Airborne project. Jason is currently a lead programmer at Naughty Dog Inc., where he most recently completed work on The Last of Us. He also developed engine and gameplay technology for Naughty Dog's Uncharted: Drake's Fortune, Uncharted 2: Among Thieves and Uncharted 3: Drake's Deception, and taught courses in game technology at the University of Southern California.

Game Engine Architecture, Second Edition

内容简介

A 2010 CHOICE outstanding academic title, this updated book covers the theory and practice of game engine software development. It explains practical concepts and techniques used by real game studio s, such as Electronic Arts and Naughty Dog. Suitable for both beginners and seasoned engineers, the text includes all the required mathematical background. Examples are grounded in specific technologies, but the discussions extend beyond any particular engine or API. This edition adds new material, including a chapter on audio.

Jason Gregory has worked as a professional software engineer since 1994. He got his start in game programming in 1999 at Midway Home Entertainment in San Diego, where he wrote tools and engine code, including the Playstation 2/Xbox animation system for Freaky Flyers, Hydro Thunder 2 and Crank the Weasel. In 2003, Jason moved to Electronic Arts Los Angeles, where he worked on en...

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