Da: Books From California, Simi Valley, CA, U.S.A.
paperback. Condizione: Fine.
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Lingua: Inglese
Editore: Taylor & Francis Ltd, London, 2026
ISBN 10: 1032443081 ISBN 13: 9781032443089
Da: Grand Eagle Retail, Bensenville, IL, U.S.A.
Paperback. Condizione: new. Paperback. In this new and improved fourth edition of the highly popular Game Engine Architecture, Jason Gregory draws on his two decades of experience at Midway, Electronic Arts, and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated.The fourth edition offers the same comprehensive coverage of game engine architecture provided by previous editions, and this first volume covers essential concepts, techniques, tools, and the engine systems that form the core of every game engine.This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Key FeaturesCovers both the theory and practice of game engine software developmentExamples are grounded in specific technologies, but discussion extends beyond any particular engine or APIIncludes all mathematical background neededComprehensive text for beginners and also has content for senior engineers In this fourth edition, Jason Gregory presents both the theory and practice of game engine software development. The broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
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Da: Books Puddle, New York, NY, U.S.A.
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Lingua: Inglese
Editore: Taylor and Francis Ltd, GB, 2026
ISBN 10: 1032443081 ISBN 13: 9781032443089
Da: Rarewaves USA, OSWEGO, IL, U.S.A.
Paperback. Condizione: New. In this new and improved fourth edition of the highly popular Game Engine Architecture, Jason Gregory draws on his two decades of experience at Midway, Electronic Arts, and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated.The fourth edition offers the same comprehensive coverage of game engine architecture provided by previous editions, and this first volume covers essential concepts, techniques, tools, and the engine systems that form the core of every game engine.This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Key FeaturesCovers both the theory and practice of game engine software developmentExamples are grounded in specific technologies, but discussion extends beyond any particular engine or APIIncludes all mathematical background neededComprehensive text for beginners and also has content for senior engineers.
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Aggiungi al carrelloCondizione: New. 2026. 4th Edition. paperback. . . . . .
Lingua: Inglese
Editore: Taylor & Francis Ltd, London, 2026
ISBN 10: 1032443081 ISBN 13: 9781032443089
Da: AussieBookSeller, Truganina, VIC, Australia
EUR 81,97
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Aggiungi al carrelloPaperback. Condizione: new. Paperback. In this new and improved fourth edition of the highly popular Game Engine Architecture, Jason Gregory draws on his two decades of experience at Midway, Electronic Arts, and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated.The fourth edition offers the same comprehensive coverage of game engine architecture provided by previous editions, and this first volume covers essential concepts, techniques, tools, and the engine systems that form the core of every game engine.This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Key FeaturesCovers both the theory and practice of game engine software developmentExamples are grounded in specific technologies, but discussion extends beyond any particular engine or APIIncludes all mathematical background neededComprehensive text for beginners and also has content for senior engineers In this fourth edition, Jason Gregory presents both the theory and practice of game engine software development. The broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
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Aggiungi al carrelloPaperback. Condizione: Brand New. 4th edition. 672 pages. 10.00x7.00x9.96 inches. In Stock.
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Lingua: Inglese
Editore: Taylor and Francis Ltd, GB, 2026
ISBN 10: 1032443081 ISBN 13: 9781032443089
Da: Rarewaves.com USA, London, LONDO, Regno Unito
EUR 125,15
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Aggiungi al carrelloPaperback. Condizione: New. In this new and improved fourth edition of the highly popular Game Engine Architecture, Jason Gregory draws on his two decades of experience at Midway, Electronic Arts, and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated.The fourth edition offers the same comprehensive coverage of game engine architecture provided by previous editions, and this first volume covers essential concepts, techniques, tools, and the engine systems that form the core of every game engine.This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Key FeaturesCovers both the theory and practice of game engine software developmentExamples are grounded in specific technologies, but discussion extends beyond any particular engine or APIIncludes all mathematical background neededComprehensive text for beginners and also has content for senior engineers.
Lingua: Inglese
Editore: Taylor & Francis Ltd, London, 2026
ISBN 10: 1032443081 ISBN 13: 9781032443089
Da: CitiRetail, Stevenage, Regno Unito
EUR 86,50
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Aggiungi al carrelloPaperback. Condizione: new. Paperback. In this new and improved fourth edition of the highly popular Game Engine Architecture, Jason Gregory draws on his two decades of experience at Midway, Electronic Arts, and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated.The fourth edition offers the same comprehensive coverage of game engine architecture provided by previous editions, and this first volume covers essential concepts, techniques, tools, and the engine systems that form the core of every game engine.This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Key FeaturesCovers both the theory and practice of game engine software developmentExamples are grounded in specific technologies, but discussion extends beyond any particular engine or APIIncludes all mathematical background neededComprehensive text for beginners and also has content for senior engineers In this fourth edition, Jason Gregory presents both the theory and practice of game engine software development. The broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.
Da: Kennys Bookstore, Olney, MD, U.S.A.
Condizione: New. 2026. 4th Edition. paperback. . . . . . Books ship from the US and Ireland.
EUR 93,89
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Aggiungi al carrelloCondizione: New. Jason Gregory has worked as a software engineer in the games industry since March 1999, and as a professional software engineer since 1994. He got his start in game programming at Midway Home Entertainment in San Diego, where he worked on tools, e.
Lingua: Inglese
Editore: Taylor and Francis Ltd, GB, 2026
ISBN 10: 1032443081 ISBN 13: 9781032443089
Da: Rarewaves USA United, OSWEGO, IL, U.S.A.
Paperback. Condizione: New. In this new and improved fourth edition of the highly popular Game Engine Architecture, Jason Gregory draws on his two decades of experience at Midway, Electronic Arts, and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated.The fourth edition offers the same comprehensive coverage of game engine architecture provided by previous editions, and this first volume covers essential concepts, techniques, tools, and the engine systems that form the core of every game engine.This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Key FeaturesCovers both the theory and practice of game engine software developmentExamples are grounded in specific technologies, but discussion extends beyond any particular engine or APIIncludes all mathematical background neededComprehensive text for beginners and also has content for senior engineers.
Lingua: Inglese
Editore: Taylor & Francis Ltd Apr 2026, 2026
ISBN 10: 1032443081 ISBN 13: 9781032443089
Da: AHA-BUCH GmbH, Einbeck, Germania
EUR 98,59
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Aggiungi al carrelloTaschenbuch. Condizione: Neu. Neuware - In this new and improved fourth edition of the highly popular Game Engine Architecture, Jason Gregory draws on his two decades of experience at Midway, Electronic Arts, and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated.The fourth edition offers the same comprehensive coverage of game engine architecture provided by previous editions, and this first volume covers essential concepts, techniques, tools, and the engine systems that form the core of every game engine.This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Key Features - Covers both the theory and practice of game engine software development - Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API - Includes all mathematical background needed - Comprehensive text for beginners and also has content for senior engineers.
Da: preigu, Osnabrück, Germania
EUR 104,50
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Aggiungi al carrelloTaschenbuch. Condizione: Neu. Game Engine Architecture | Volume I, Foundations and Core Engine Systems | Jason Gregory | Taschenbuch | Einband - flex.(Paperback) | Englisch | 2026 | Taylor & Francis Ltd | EAN 9781032443089 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu.
Lingua: Inglese
Editore: Taylor and Francis Ltd, GB, 2026
ISBN 10: 1032443081 ISBN 13: 9781032443089
Da: Rarewaves.com UK, London, Regno Unito
EUR 117,88
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Aggiungi al carrelloPaperback. Condizione: New. In this new and improved fourth edition of the highly popular Game Engine Architecture, Jason Gregory draws on his two decades of experience at Midway, Electronic Arts, and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated.The fourth edition offers the same comprehensive coverage of game engine architecture provided by previous editions, and this first volume covers essential concepts, techniques, tools, and the engine systems that form the core of every game engine.This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Key FeaturesCovers both the theory and practice of game engine software developmentExamples are grounded in specific technologies, but discussion extends beyond any particular engine or APIIncludes all mathematical background neededComprehensive text for beginners and also has content for senior engineers.