|Listed in category:
Have one to sell?

Game Engine Architecture by Lander, Jeff Hardback Book The Fast Free Shipping

FREE US DELIVERY | ISBN: 1568814135 | Quality Books
US $11.98
List price US $67.31 (82% off)What does this price mean?
Recent sales price provided by the seller
Condition:
Very Good
Last One / 1 sold
Breathe easy. Returns accepted.
Shipping:
Free Standard Shipping. See detailsfor shipping
Located in: Florida, United States
Delivery:
Estimated between Wed, May 15 and Sat, May 18 to 43230
Estimated delivery dates - opens in a new window or tab include seller's handling time, origin ZIP Code, destination ZIP Code and time of acceptance and will depend on shipping service selected and receipt of cleared paymentcleared payment - opens in a new window or tab. Delivery times may vary, especially during peak periods.
Includes 4 business days handling time after receipt of cleared payment.
Returns:
30 days returns. Buyer pays for return shipping. See details- for more information about returns
Payments:
      
Earn up to 5x points when you use your eBay Mastercard®. Learn moreabout earning points with eBay Mastercard

Shop with confidence

eBay Money Back Guarantee
Get the item you ordered or your money back. Learn moreeBay Money Back Guarantee - opens new window or tab
Seller assumes all responsibility for this listing.
eBay item number:392687233768
Last updated on Apr 26, 2024 07:00:14 PDTView all revisionsView all revisions

Item specifics

Condition
Very Good: A book that does not look new and has been read but is in excellent condition. No obvious ...
ISBN
9781568814131
EAN
9781568814131
Item Length
9.5in
Publisher
A + K Peter's, The Limited
Publication Year
2009
Type
Textbook
Format
Hardcover
Language
English
Item Height
1.8in
Author
Jason Gregory
Genre
Computers
Topic
Programming / Games, Systems Architecture / General
Item Width
7.5in
Item Weight
58.5 Oz
Number of Pages
864 Pages

About this product

Product Information

This book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.

Product Identifiers

Publisher
A + K Peter's, The Limited
ISBN-10
1568814135
ISBN-13
9781568814131
eBay Product ID (ePID)
72400439

Product Key Features

Author
Jason Gregory
Format
Hardcover
Language
English
Topic
Programming / Games, Systems Architecture / General
Publication Year
2009
Type
Textbook
Genre
Computers
Number of Pages
864 Pages

Dimensions

Item Length
9.5in
Item Height
1.8in
Item Width
7.5in
Item Weight
58.5 Oz

Additional Product Features

Lc Classification Number
Qa76.76.C672g77 2009
Reviews
A 2010 CHOICE Outstanding Academic Title This course resource provides an excellent, comprehensive look at every major system and issue related to modern game development ... a must-have textbook for computer science, software engineering, or game programming majors, amateur hobbyists, game 'modders,' and game developers. --A. Chen, CHOICE, January 2010 ... it looks like most of the critical areas and concepts are touched on. ... it looks like you'll have some reasonably deep understanding of the elements that go into making a game engine. Quite an impressive work, and I know of nothing else in this area that is so detailed. --Eric Haines, www.realtimerendering.com/blog/, July 2009 Jason Gregory draws upon his many years of experience and expertise to create a complete and comprehensive textbook on the theory and practice of game engine software development. Informed and informative, replete with examples for every aspect of the game development process, and fully accessible to aspiring game engine developers as well as a very useful reference for even experienced technicians in the field, Game Engine Architectureis an invaluable, thoroughly 'user friendly', and highly recommended core addition to personal, professional, and academic Computer Science reference and resource collections in general, as well as gaming engine design instructional reading lists in particular. --The Midwest Book Review, September 2009 The book contains a huge amount of data on specifics to consider when developing a game engine. --Gamasutra.com, November 2009 Game Engine Architectureby Jason Gregory has been named a finalist for the Game Developer's 2009 Front Line Award. --PR Newswire, December 2009, A 2010 CHOICE Outstanding Academic Title This course resource provides an excellent, comprehensive look at every major system and issue related to modern game development ... a must-have textbook for computer science, software engineering, or game programming majors, amateur hobbyists, game 'modders,' and game developers. --A. Chen, CHOICE, January 2010 ... it looks like most of the critical areas and concepts are touched on. ... it looks like you'll have some reasonably deep understanding of the elements that go into making a game engine. Quite an impressive work, and I know of nothing else in this area that is so detailed.  --Eric Haines, www.realtimerendering.com/blog/, July 2009 Jason Gregory draws upon his many years of experience and expertise to create a complete and comprehensive textbook on the theory and practice of game engine software development. Informed and informative, replete with examples for every aspect of the game development process, and fully accessible to aspiring game engine developers as well as a very useful reference for even experienced technicians in the field, Game Engine Architecture is an invaluable, thoroughly 'user friendly', and highly recommended core addition to personal, professional, and academic Computer Science reference and resource collections in general, as well as gaming engine design instructional reading lists in particular.  --The Midwest Book Review, September 2009 The book contains a huge amount of data on specifics to consider when developing a game engine. --Gamasutra.com, November 2009 Game Engine Architecture by Jason Gregory has been named a finalist for the Game Developer's 2009 Front Line Award. --PR Newswire, December 2009, A 2010 CHOICE Outstanding Academic Title This course resource provides an excellent, comprehensive look at every major system and issue related to modern game development a must-have textbook for computer science, software engineering, or game programming majors, amateur hobbyists, game 'modders,' and game developers. â€�A. Chen, CHOICE, January 2010 it looks like most of the critical areas and concepts are touched on. it looks like you "ll have some reasonably deep understanding of the elements that go into making a game engine. Quite an impressive work, and I know of nothing else in this area that is so detailed. â€�Eric Haines, www.realtimerendering.com/blog/, July 2009 Jason Gregory draws upon his many years of experience and expertise to create a complete and comprehensive textbook on the theory and practice of game engine software development. Informed and informative, replete with examples for every aspect of the game development process, and fully accessible to aspiring game engine developers as well as a very useful reference for even experienced technicians in the field, Game Engine Architectureis an invaluable, thoroughly 'user friendly', and highly recommended core addition to personal, professional, and academic Computer Science reference and resource collections in general, as well as gaming engine design instructional reading lists in particular. â€�The Midwest Book Review, September 2009 The book contains a huge amount of data on specifics to consider when developing a game engine. â€�Gamasutra.com, November 2009 Game Engine Architectureby Jason Gregory has been named a finalist for the Game Developer's 2009 Front Line Award. â€�PR Newswire, December 2009, A 2010 CHOICE Outstanding Academic Title This course resource provides an excellent, comprehensive look at every major system and issue related to modern game developmentea must-have textbook for computer science, software engineering, or game programming majors, amateur hobbyists, game 'modders,' and game developers. e"A. Chen, CHOICE, January 2010 e it looks like most of the critical areas and concepts are touched on. e it looks like youe(tm)ll have some reasonably deep understanding of the elements that go into making a game engine. Quite an impressive work, and I know of nothing else in this area that is so detailed. e"Eric Haines, www.realtimerendering.com/blog/, July 2009 Jason Gregory draws upon his many years of experience and expertise to create a complete and comprehensive textbook on the theory and practice of game engine software development. Informed and informative, replete with examples for every aspect of the game development process, and fully accessible to aspiring game engine developers as well as a very useful reference for even experienced technicians in the field, Game Engine Architecture is an invaluable, thoroughly 'user friendly', and highly recommended core addition to personal, professional, and academic Computer Science reference and resource collections in general, as well as gaming engine design instructional reading lists in particular. e"The Midwest Book Review, September 2009 The book contains a huge amount of data on specifics to consider when developing a game engine. e"Gamasutra.com, November 2009 Game Engine Architecture by Jason Gregory has been named a finalist for the Game Developer's 2009 Front Line Award. e"PR Newswire, December 2009, A 2010 CHOICE Outstanding Academic Title This course resource provides an excellent, comprehensive look at every major system and issue related to modern game development … a must-have textbook for computer science, software engineering, or game programming majors, amateur hobbyists, game 'modders,' and game developers. -A. Chen, CHOICE, January 2010 … it looks like most of the critical areas and concepts are touched on. … it looks like you'll have some reasonably deep understanding of the elements that go into making a game engine. Quite an impressive work, and I know of nothing else in this area that is so detailed. -Eric Haines, www.realtimerendering.com/blog/, July 2009 Jason Gregory draws upon his many years of experience and expertise to create a complete and comprehensive textbook on the theory and practice of game engine software development. Informed and informative, replete with examples for every aspect of the game development process, and fully accessible to aspiring game engine developers as well as a very useful reference for even experienced technicians in the field, Game Engine Architectureis an invaluable, thoroughly 'user friendly', and highly recommended core addition to personal, professional, and academic Computer Science reference and resource collections in general, as well as gaming engine design instructional reading lists in particular. -The Midwest Book Review, September 2009 The book contains a huge amount of data on specifics to consider when developing a game engine. -Gamasutra.com, November 2009 Game Engine Architectureby Jason Gregory has been named a finalist for the Game Developer's 2009 Front Line Award. -PR Newswire, December 2009, . . . it looks like most of the critical areas and concepts are touched on. You won't become an expert in any one area from this volume, but it looks like you'll have some reasonably deep understanding of the elements that go into making a game engine. Quite an impressive work, and I know of nothing else in this area that is so detailed. -- Eric Haines, http://www.realtimerendering.com/blog/, July 2009Jason Gregory draws upon his many years of experience and expertise to create a complete and comprehensive textbook on the theory and practice of game engine software development. Informed and informative, replete with examples for every aspect of the game development process, and fully accessible to aspiring game engine developers as well as a very useful reference for even experienced technicians in the field, "Game Engine Architecture" is an invaluable, thoroughly 'user friendly', and highly recommended core addition to personal, professional, and academic Computer Science reference and resource collections in general, as well as gaming engine design instructional reading lists in particular. -- The Midwest Book Review , September 2009Game Engine Architecture by Jason Gregory is now being featured by OGRE. Check out this link! -- OGRE, September 2009Gamasutra presents an excerpt from Naughty Dog programmer Jason Gregory's Game Engine Architecture , the book contains a huge amount of data on specifics to consider when developing a game engine. Click on the link above for details! -- Gamasutra.com, November 2009Game Engine Architecture by Jason Gregory has been named a finalist for the Game Developer's 2009 Front Line Award. Click on the link above for the full article! -- PR Newswire, December 2009This course resource provides an excellent, comprehensive look at every major system and issue related to modern game development ... a must-have textbook for computer science, software engineering, or game programming majors, amateur hobbyists, game "modders," and game developers. -- A. Chen, CHOICE Magazine , January 2010
Publication Name
Game Engine Architecture
Table of Content
I Foundations Introduction Structure of a Typical Game Team What Is a Game? What Is a Game Engine? Engine Differences Across Genres Game Engine Survey Runtime Engine Architecture Tools and the Asset Pipeline Tools of the Trade Version Control Microsoft Visual Studio Profiling Tools Memory Leak and Corruption Detection Other Tools Fundamentals of Software Engineering for Games C++ Review and Best Practices Data, Code, and Memory in C/C++ Catching and Handling Errors 3D Math for Games Solving 3D Problems in 2D Points and Vectors Matrices Quaternions Comparison of Rotational Representations Other Useful Mathematical Objects Hardware-Accelerated SIMD Math Random Number Generation II Low-Level Engine Systems Engine Support Systems Subsystem Start-Up and Shut-Down Memory Management Containers Strings Engine Configuration Resources and the File System File System The Resource Manager The Game Loop and Real-Time Simulation The Rendering Loop The Game Loop Game Loop Architectural Styles Abstract Timelines Measuring and Dealing with Time Multiprocessor Game Loops Networked Multiplayer Game Loops Human Interface Devices (HID) Types of Human Interface Devices Interfacing with a HID Types of Inputs Types of Outputs Game Engine HID Systems Human Interface Devices in Practice Tools for Debugging and Development Logging and Tracing Debug Drawing Facilities In-Game Menus In-Game Console Debug Cameras and Pausing the Game Cheats Screen Shots and Movie Capture In-Game Profiling III Graphics and Motion The Rendering Engine Foundations of Depth-Buffered Triangle Rasterization The Rendering Pipeline Advanced Lighting and Global Illumination Visual Effects and Overlays Animation Systems Types of Character Animation Skeletons Poses Clips Skinning and Matrix Palette Generation Animation Blending Post-Processing Compression Techniques Animation System Architecture The Animation Pipeline Action State Machines Animation Controllers Collision and Rigid Body Dynamics Do You Want Physics in Your Game? Collision/Physics Middleware The Collision Detection System Rigid Body Dynamics Integrating a Physics Engine into Your Game A Look Ahead: Advanced Physics Features IV Gameplay Introduction to Gameplay Systems Anatomy of a Game World Implementing Dynamic Elements: Game Objects Data-Driven Game Engines The Game World Editor Runtime Gameplay Foundation Systems Components of the Gameplay Foundation System Runtime Object Model Architectures World Chunk Data Formats Loading and Streaming Game Worlds Object References and World Queries Updating Game Objects in Real Time Events and Message-Passing Scripting High-Level Game Flow V Conclusion You Mean There's More? Some Engine Systems We Didn't Cover Gameplay Systems
Copyright Date
2009
Target Audience
College Audience
Lccn
2009-013092
Dewey Decimal
794.8/1526
Dewey Edition
22
Illustrated
Yes

Item description from the seller

Business seller information

Value Added Tax Number:
  • GB 922696893
World of Books USA

World of Books USA

95% positive feedback
4.6M items sold
Joined Oct 2011
Usually responds within 24 hours

Detailed seller ratings

Average for the last 12 months

Accurate description
4.8
Reasonable shipping cost
5.0
Shipping speed
4.5
Communication
4.9

Seller feedback (1,396,564)

w***w (2639)- Feedback left by buyer.
Past 6 months
Verified purchase
This is an outstanding seller to deal with. Fair prices that are more than reasonable in this economy. The product is in better condition than described, a true value for my money. Packaged and shipped well shows seller has concern for the products he sells to arrive in excellent condition. The seller is friendly and communicates timely with his customers. I highly recommend this seller and would do business again anytime. Thank you.
e***n (56)- Feedback left by buyer.
Past 6 months
Verified purchase
Excellent seller -- good communication, item exactly as described, reasonably priced, well packed. Seller shipped immediately but the book took over half a month to arrive, due to the carrier used on the first leg, to get the package to USPS.
o***u (1572)- Feedback left by buyer.
Past 6 months
Verified purchase
Great seller, super fast shipping, amazing prices, fast communication and very kind. The packaging was very well done and the item arrived safely! Exactly as described!!You can trust the seller!!! 10 out of 10, 5Stars!!!

Product ratings and reviews

5.0
2 product ratings
  • 2 users rated this 5 out of 5 stars
  • 0 users rated this 4 out of 5 stars
  • 0 users rated this 3 out of 5 stars
  • 0 users rated this 2 out of 5 stars
  • 0 users rated this 1 out of 5 stars

Would recommend

Good value

Compelling content

Most relevant reviews

  • Fast Shipping! Book's condition came as described! Overall great seller!

    My experience with this book was overall positive. I had to purchase it in order to study for my Game Design class. It came very handy.