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.

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 studios, 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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豆瓣评论

  • libr1989
    不知道为啥这书评分这么高,这个就类似是一个框架的书10-04
  • 风城凌
    在图书馆白嫖的早年版本……太好了呜呜呜虽然有几章看不进去但是补了很多的知识点,而且稍微有一点学的东西成体系了的感觉01-05
  • 杰瑞
    感觉比四星要强 但又够不上五星我是站在要亲自动手做一个游戏引擎的角度上来评价的 总得来说 我觉得如果你不是职业做引擎的 还是有必要看一下 查缺补漏的如果做相关的工程技术 这本书肯定避不开。而且本身拥有大量的对于图形技术 操作系统 计组 的科普。所点到的很多知识 也是相关行业常常面试要考的。而且 本书也介绍了很多顽皮狗游戏引擎的具体技术 比如fiber based job system和game object的数据格式 感觉也很有借鉴价值但是 从实际操作的角度看 感觉书中很多内容写的有点啰嗦 总是先呈现好多种不好的例子 最后说最好的 以及有些操作系统和机组的内容没必要很细节 推荐给读者一些书看就好 本书在细节不够 没有很多前因后果的介绍下 还写了大量并行并发的内容有些浪费读者时间12-21

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