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Game Engine Architecture Third Edition

Game Engine Architecture Third Edition

In this new and improved third edition of the highly popular Game Engine Architecture Jason Gregory draws on his nearly 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. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions along with updated coverage of: computer and CPU hardware and memory caches compiler optimizations C++ language standardization the IEEE-754 floating-point representation 2D user interfaces plus an entirely new chapter on hardware parallelism and concurrent programming. 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 Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers. | Game Engine Architecture Third Edition

GBP 82.99
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Game Development and Simulation with Unreal Technology Second Edition

GBP 59.99
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Joyful Infographics A Friendly Human Approach to Data

Game Development for iOS with Unity3D

Ancient Loons Stories Pingree Told Me

Ancient Loons Stories Pingree Told Me

Ah I’m Pingree. We meet again. Splendid. Won’t you sit down?I looked around David’s room. Short of the library stacks I had never seen so many books piled into a single room. Where could I sit down? Every square inch of horizontal surface was covered. Books papers notes manuscripts—all congregated in random and chaotic disorder. This small encounter and the snapshot of the protagonist on the cover of this book introduce the reader to David E. Pingree the eminent classicist Orientalist historian of ancient science and member of the Department of the History of Mathematics at Brown University. This is a book of his stories retold by Phil Davis award-winning author and raconteur par excellence who reconstructs them from letters and many conversations with his friend Pingree. The stories trace connections between ancient characters historical and mythical and recreate a world in which the pursuit of knowledge for its own sake leads to unexpected pleasures and associations. They capture a world best described by Saul Lieberman’s quip about Gershom Scholem’s great work on the Kabala: Trash is trash; but the study of trash is scholarship and David Pingree’s imagined response Yes but there’s always something of value to be learned. The book is dedicated to preserving and promoting the specialized knowledge and thoughts of David Pingree a truly remarkable person and to inspire readers to follow academic tradition and at the same time explore unusual connections. | Ancient Loons Stories Pingree Told Me

GBP 69.99
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