Game Engine Architecture

Höfundur Jason Gregory

Útgefandi Taylor & Francis

Snið ePub

Print ISBN 9781138035454

Útgáfa 3

Útgáfuár 2019

13.190 kr.

Description

Efnisyfirlit

  • Cover Page
  • Half Title page
  • Title Page
  • Copyright Page
  • Dedication
  • Contents
  • Preface
  • I Foundations
  • 1 Introduction
  • 1.1 Structure of a Typical Game Team
  • 1.2 What Is a Game?
  • 1.3 What Is a Game Engine?
  • 1.4 Engine Differences across Genres
  • 1.5 Game Engine Survey
  • 1.6 Runtime Engine Architecture
  • 1.7 Tools and the Asset Pipeline
  • 2 Tools of the Trade
  • 2.1 Version Control
  • 2.2 Compilers, Linkers and IDEs
  • 2.3 Profiling Tools
  • 2.4 Memory Leak and Corruption Detection
  • 2.5 Other Tools
  • 3 Fundamentals of Software Engineering for Games
  • 3.1 C++ Review and Best Practices
  • 3.2 Catching and Handling Errors
  • 3.3 Data, Code and Memory Layout
  • 3.4 Computer Hardware Fundamentals
  • 3.5 Memory Architectures
  • 4 Parallelism and Concurrent Programming
  • 4.1 Defining Concurrency and Parallelism
  • 4.2 Implicit Parallelism
  • 4.3 Explicit Parallelism
  • 4.4 Operating System Fundamentals
  • 4.5 Introduction to Concurrent Programming
  • 4.6 Thread Synchronization Primitives
  • 4.7 Problems with Lock-Based Concurrency
  • 4.8 Some Rules of Thumb for Concurrency
  • 4.9 Lock-Free Concurrency
  • 4.10 SIMD/Vector Processing
  • 4.11 Introduction to GPGPU Programming
  • 5 3D Math for Games
  • 5.1 Solving 3D Problems in 2D
  • 5.2 Points and Vectors
  • 5.3 Matrices
  • 5.4 Quaternions
  • 5.5 Comparison of Rotational Representations
  • 5.6 Other Useful Mathematical Objects
  • 5.7 Random Number Generation
  • II Low-Level Engine Systems
  • 6 Engine Support Systems
  • 6.1 Subsystem Start-Up and Shut-Down
  • 6.2 Memory Management
  • 6.3 Containers
  • 6.4 Strings
  • 6.5 Engine Configuration
  • 7 Resources and the File System
  • 7.1 File System
  • 7.2 The Resource Manager
  • 8 The Game Loop and Real-Time Simulation
  • 8.1 The Rendering Loop
  • 8.2 The Game Loop
  • 8.3 Game Loop Architectural Styles
  • 8.4 Abstract Timelines
  • 8.5 Measuring and Dealing with Time
  • 8.6 Multiprocessor Game Loops
  • 9 Human Interface Devices
  • 9.1 Types of Human Interface Devices
  • 9.2 Interfacing with a HID
  • 9.3 Types of Inputs
  • 9.4 Types of Outputs
  • 9.5 Game Engine HID Systems
  • 9.6 Human Interface Devices in Practice
  • 10 Tools for Debugging and Development
  • 10.1 Logging and Tracing
  • 10.2 Debug Drawing Facilities
  • 10.3 In-Game Menus
  • 10.4 In-Game Console
  • 10.5 Debug Cameras and Pausing the Game
  • 10.6 Cheats
  • 10.7 Screenshots and Movie Capture
  • 10.8 In-Game Profiling
  • 10.9 In-Game Memory Stats and Leak Detection
  • III Graphics, Motion and Sound
  • 11 The Rendering Engine
  • 11.1 Foundations of Depth-Buffered Triangle Rasterization
  • 11.2 The Rendering Pipeline
  • 11.3 Advanced Lighting and Global Illumination
  • 11.4 Visual Effects and Overlays
  • 11.5 Further Reading
  • 12 Animation Systems
  • 12.1 Types of Character Animation
  • 12.2 Skeletons
  • 12.3 Poses
  • 12.4 Clips
  • 12.5 Skinning and Matrix Palette Generation
  • 12.6 Animation Blending
  • 12.7 Post-Processing
  • 12.8 Compression Techniques
  • 12.9 The Animation Pipeline
  • 12.10 Action State Machines
  • 12.11 Constraints
  • 13 Collision and Rigid Body Dynamics
  • 13.1 Do You Want Physics in Your Game?
  • 13.2 Collision/Physics Middleware
  • 13.3 The Collision Detection System
  • 13.4 Rigid Body Dynamics
  • 13.5 Integrating a Physics Engine into Your Game
  • 13.6 Advanced Physics Features
  • 14 Audio
  • 14.1 The Physics of Sound
  • 14.2 The Mathematics of Sound
  • 14.3 The Technology of Sound
  • 14.4 Rendering Audio in 3D
  • 14.5 Audio Engine Architecture
  • 14.6 Game-Specific Audio Features
  • IV Gameplay
  • 15 Introduction to Gameplay Systems
  • 15.1 Anatomy of a Game World
  • 15.2 Implementing Dynamic Elements: Game Objects
  • 15.3 Data-Driven Game Engines
  • 15.4 The Game World Editor
  • 16 Runtime Gameplay Foundation Systems
  • 16.1 Components of the Gameplay Foundation System
  • 16.2 Runtime Object Model Architectures
  • 16.3 World Chunk Data Formats
  • 16.4 Loading and Streaming Game Worlds
  • 16.5 Object References and World Queries
  • 16.6 Updating Game Objects in Real Time
  • 16.7 Applying Concurrency to Game Object Updates
  • 16.8 Events and Message-Passing
  • 16.9 Scripting
  • 16.10 High-Level Game Flow
  • V Conclusion
  • 17 You Mean There’s More?
  • 17.1 Some Engine Systems We Didn’t Cover
  • 17.2 Gameplay Systems
  • Bibliography
  • Index

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