Game Engine Design and Implementation
Part of the new Foundations of Game Development Series!Almost every video game on the market today is powered by a game engine. But, what is a game engine? What does it do? How are they useful to both developers and the game? And how are they made? These, and other important engine related questions, are explored and discussed in this book. In clear and concise language, this book examines through examples and exercises both the design and implementation of a video game engine. Specifically, it focuses on the core components of a game engine, audio and sound systems, file and resource management, graphics and optimization techniques, scripting and physics, and much more. Suitable for students, hobbyists, and independent developers, this no-nonsense book helps fine-tune an understanding of solid engine design and implementation for creating games that sell.
1109600687
Game Engine Design and Implementation
Part of the new Foundations of Game Development Series!Almost every video game on the market today is powered by a game engine. But, what is a game engine? What does it do? How are they useful to both developers and the game? And how are they made? These, and other important engine related questions, are explored and discussed in this book. In clear and concise language, this book examines through examples and exercises both the design and implementation of a video game engine. Specifically, it focuses on the core components of a game engine, audio and sound systems, file and resource management, graphics and optimization techniques, scripting and physics, and much more. Suitable for students, hobbyists, and independent developers, this no-nonsense book helps fine-tune an understanding of solid engine design and implementation for creating games that sell.
158.95 In Stock
Game Engine Design and Implementation

Game Engine Design and Implementation

by Alan Thorn
Game Engine Design and Implementation

Game Engine Design and Implementation

by Alan Thorn

eBook

$158.95 

Available on Compatible NOOK devices, the free NOOK App and in My Digital Library.
WANT A NOOK?  Explore Now

Related collections and offers


Overview

Part of the new Foundations of Game Development Series!Almost every video game on the market today is powered by a game engine. But, what is a game engine? What does it do? How are they useful to both developers and the game? And how are they made? These, and other important engine related questions, are explored and discussed in this book. In clear and concise language, this book examines through examples and exercises both the design and implementation of a video game engine. Specifically, it focuses on the core components of a game engine, audio and sound systems, file and resource management, graphics and optimization techniques, scripting and physics, and much more. Suitable for students, hobbyists, and independent developers, this no-nonsense book helps fine-tune an understanding of solid engine design and implementation for creating games that sell.

Product Details

ISBN-13: 9781449681692
Publisher: Jones & Bartlett Learning
Publication date: 06/30/2010
Sold by: Barnes & Noble
Format: eBook
Pages: 594
File size: 9 MB

About the Author

Alan Thorn is an independent game developer, mathematician, and freelance programmer with more than 11 years of industry experience. He currently works as a consultant for some of the largest corporations in the entertainment and leisure arena, helping to deliver interactive DVDs, content management systems, and artificially intelligent software. He is also the author of Introduction to Game Programming with C++, DirectX9 User Interfaces: Design and Implementation, and DirectX 9 Graphics: The Definitive Guide to Direct 3D.

Table of Contents

Part 1 Theory, Design, and Preparation
Chapter 1 Game Engines – Details and Design
Chapter 2 Configuring a Game Engine Project
Part 2 Implementing the Engine
Chapter 3 Error and Log Manager
Chapter 4 Resource Management
Chapter 5 2D Render Manager with SDL
Chapter 6 2D Scene Manager
Chapter 7 Music and Sound with the AudioManager
Chapter 8 Reading and Processing User Input
Chapter 9 3D Render Manager with DirectX 10
Chapter 10 Scene Management and OGRE 3D
Chapter 11 Rigid Body Physics with Bullet Physics
Chapter 12 Focus on DX Studio: Engine Tools, Editors and Scripting
Appendix A Game Engines, Tools and Libraries
Appendix B OIS Keyboard Scan Codes
Appendix C DX Texture Format Constants
Appendix D Windows Messages
Appendix E BSD Licence
Appendix F MIT License
Appendix G The zlib/libpng License
From the B&N Reads Blog

Customer Reviews