Game Engine Architecture

Game Engine Architecture
Author: Jason Gregory
Publisher: CRC Press
Total Pages: 1042
Release: 2017-03-27
Genre: Computers
ISBN: 135160564X

Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.

Level Up!

Level Up!
Author: Scott Rogers
Publisher: John Wiley & Sons
Total Pages: 515
Release: 2010-09-29
Genre: Computers
ISBN: 0470970928

Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!

Game Architecture and Design

Game Architecture and Design
Author: Andrew Rollings
Publisher: New Riders Publishing
Total Pages: 964
Release: 2004
Genre: Computers
ISBN: 9780735713635

A guide to computer game design, architecture, and management explores the application of design principles, shares the experiences of game programmers, and offers an overview of game development software.

In Defiance of Painting

In Defiance of Painting
Author: Christine Poggi
Publisher: Yale University Press
Total Pages: 318
Release: 1992-01-01
Genre: Art
ISBN: 9780300051094

The invention of collage by Picasso and Braque in 1912 proved to be a dramatic turning point in the development of Cubism and Futurism and ultimately one of the most significant innovations in twentieth-century art. Collage has traditionally been viewed as a new expression of modernism, one allied with modernism's search for purity of means, anti-illusionism, unity, and autonomy of form. This book - the first comprehensive study of collage and its relation to modernism - challenges this view. Christine Poggi argues that collage did not become a new language of modernism but a new language with which to critique modernism. She focuses on the ways Cubist collage - and the Futurist multimedia work that was inspired by it - undermined prevailing notions of material and stylistic unity, subverted the role of the frame and pictorial ground, and brought the languages of high and low culture into a new relationship of exchange.

Game Developer's Market Guide

Game Developer's Market Guide
Author: Bob Bates
Publisher: Course Technology
Total Pages: 0
Release: 2003
Genre: Computer games
ISBN: 9781592001040

In "Game Developer's Market Guide" readers get complete, up-to-date profiles of hundreds of large and small publishers, distributors, game recruiters, schools, and conferences.

A History of Video Games in 64 Objects

A History of Video Games in 64 Objects
Author: World Video Game Hall of Fame
Publisher: HarperCollins
Total Pages: 584
Release: 2018-05-29
Genre: Games & Activities
ISBN: 0062838709

Inspired by the groundbreaking A History of the World in 100 Objects, this book draws on the unique collections of The Strong museum in Rochester, New York, to chronicle the evolution of video games, from Pong to first-person shooters, told through the stories of dozens of objects essential to the field’s creation and development. Drawing on the World Video Game Hall of Fame’s unmatched collection of video game artifacts, this fascinating history offers an expansive look at the development of one of the most popular and influential activities of the modern world: video gaming. Sixty-four unique objects tell the story of the video game from inception to today. Pithy, in-depth essays and photographs examine each object’s significance to video game play—what it has contributed to the history of gaming—as well as the greater culture. A History of Video Games in 64 Objects explains how the video game has transformed over time. Inside, you’ll find a wide range of intriguing topics, including: The first edition of Dungeons & Dragons—the ancestor of computer role-playing games The Oregon Trail and the development of educational gaming The Atari 2600 and the beginning of the console revolution A World of Warcraft server blade and massively multiplayer online games Minecraft—the backlash against the studio system The rise of women in gaming represented by pioneering American video game designers Carol Shaw and Roberta Williams’ game development materials The prototype Skylanders Portal of Power that spawned the Toys-to-Life video game phenomenon and shook up the marketplace And so much more! A visual panorama of unforgettable anecdotes and factoids, A History of Video Games in 64 Objects is a treasure trove for gamers and pop culture fans. Let the gaming begin!

Virtual Geography

Virtual Geography
Author: McKenzie Wark
Publisher: Indiana University Press
Total Pages: 280
Release: 1994-11-22
Genre: Social Science
ISBN: 9780253113481

"The author's capacity to grasp and interpret these [world media] events is astounding, and her ability to provide insights into a world where unbounded information is circling the earth with the speed of light is startling." -- Choice "... a wide-ranging, quirky and dextrous mix of description, theory and analysis, that documents the perils of the global telecommunications network... " -- Times Literary Supplement "... this is a stimulating, even moving, book, dense with ideas and with many quotable lines." -- The New Statesman "Wark is one of the most original and interesting cultural critics writing today." -- Lawrence Grossberg McKenzie Wark writes about the experience of everyday life under the impact of increasingly global media vectors. We no longer have roots, we have aerials. We no longer have origins, we have terminals.

My Man Walter

My Man Walter
Author: J.S. Cook
Publisher: Dreamspinner Press
Total Pages: 306
Release: 2016-02-01
Genre: Fiction
ISBN: 1634770315

Can billionaire inventor Chase cope with NYPD detective Brian, newspaper reporter Walter, and police informant Alec?

Postmortems from Game Developer

Postmortems from Game Developer
Author: Austin Grossman
Publisher: Taylor & Francis
Total Pages: 354
Release: 2013-04-02
Genre: Computers
ISBN: 1136064613

The popular Postmortem column in Game Developer magazine features firsthand accounts of how some of the most important and successful games of recent years have been made. This book offers the opportunity to harvest this expertise with one volume. The editor has organized the articles by theme and added previously unpublished analysis to reveal successful management techniques. Readers learn how superstars of the game industry like Peter Molyneux and Warren Spector have dealt with the development challenges such as managing complexity, software and game design issues, schedule challenges, and changing staff needs.