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In den WarenkorbHardcover. Zustand: Good. Connecting readers with great books since 1972! Used textbooks may not include companion materials such as access codes, etc. May have some wear or writing/highlighting. We ship orders daily and Customer Service is our top priority!
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In den WarenkorbHardcover. Zustand: Acceptable. Connecting readers with great books since 1972. Used textbooks may not include companion materials such as access codes, etc. May have condition issues including wear and notes/highlighting. We ship orders daily and Customer Service is our top priority!
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In den WarenkorbHardcover. Zustand: Good. Connecting readers with great books since 1972! Used textbooks may not include companion materials such as access codes, etc. May have some wear or writing/highlighting. We ship orders daily and Customer Service is our top priority!
EUR 15,92
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In den WarenkorbHardcover. Zustand: Very Good. Zustand des Schutzumschlags: Without Dust Jacket. Free of markings.
Verlag: Taylor & Francis Inc, United States, Natick, 2009
ISBN 10: 1568814135 ISBN 13: 9781568814131
Sprache: Englisch
Anbieter: WorldofBooks, Goring-By-Sea, WS, Vereinigtes Königreich
EUR 15,63
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In den WarenkorbPaperback. Zustand: Very Good. This book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.
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In den WarenkorbHardcover. Zustand: new. Excellent Condition.Excels in customer satisfaction, prompt replies, and quality checks.
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In den WarenkorbHardcover. Zustand: Very Good+. In great condition. Few signs of wear. Clean with no highlighting or writing. 30-day returns. Free shipping within Canada. For shipments outside of Canada, import duties and other charges may be levied on receipt. ; 7.5 X 1.75 X 9.25 inches; 864 pages.
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In den WarenkorbZustand: Good. This is an ex-library book and may have the usual library/used-book markings inside.This book has hardback covers. In good all round condition. Please note the Image in this listing is a stock photo and may not match the covers of the actual item,2200grams, ISBN:9781466560017.
Verlag: A K Peters/CRC Press (edition 3), 2018
ISBN 10: 1138035459 ISBN 13: 9781138035454
Sprache: Englisch
Anbieter: BooksRun, Philadelphia, PA, USA
EUR 62,12
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In den WarenkorbHardcover. Zustand: Very Good. 3. It's a well-cared-for item that has seen limited use. The item may show minor signs of wear. All the text is legible, with all pages included. It may have slight markings and/or highlighting.
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In den WarenkorbZustand: Poor. This is an ex-library book and may have the usual library/used-book markings inside.This book has hardback covers. Clean from markings. In poor condition, suitable as a reading copy. No dust jacket. Please note the Image in this listing is a stock photo and may not match the covers of the actual item,2100grams, ISBN:9781466560017.
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In den WarenkorbZustand: guter Zustand. fester Pappband 860 S., Fadenheftung Einband berieben, Buchrücken auf einem halben Zentimeter etwas eingerissen. ISBN-Aufkleber auf der Rückseite Sprache: eng.
Anbieter: Better World Books Ltd, Dunfermline, Vereinigtes Königreich
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In den WarenkorbZustand: Very Good. Ships from the UK. Former library book; may include library markings. Used book that is in excellent condition. May show signs of wear or have minor defects.
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In den WarenkorbZustand: good. Befriedigend/Good: Durchschnittlich erhaltenes Buch bzw. Schutzumschlag mit Gebrauchsspuren, aber vollständigen Seiten. / Describes the average WORN book or dust jacket that has all the pages present.
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In den WarenkorbHRD. Zustand: New. New Book. Shipped from UK. Established seller since 2000.
EUR 110,26
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In den WarenkorbZustand: New.
Verlag: Taylor & Francis Ltd, London, 2018
ISBN 10: 1138035459 ISBN 13: 9781138035454
Sprache: Englisch
Anbieter: Grand Eagle Retail, Bensenville, IL, USA
EUR 112,61
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In den WarenkorbHardcover. Zustand: new. Hardcover. In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly 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.New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of:computer and CPU hardware and memory cachescompiler optimizationsC++ language standardizationthe IEEE-754 floating-point representation2D user interfacesplus an entirely new chapter on hardware parallelism and concurrent programmingThis 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 API.Includes all mathematical background needed.Comprehensive text for beginners and also has content for senior engineers. New to this edition: update the section on game console HW, extend the rendering chapter, include a section on 2D GUI, new chapter on multiplayer networking, more coverage of the Unity game engine. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
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In den WarenkorbZustand: As New. Unread book in perfect condition.
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In den WarenkorbZustand: New.
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In den WarenkorbHRD. Zustand: New. New Book. Shipped from UK. Established seller since 2000.
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In den WarenkorbAug 15, 2014. Zustand: gebraucht; sehr gut. 2. edition, kleine Lagerspuren, textsauber, Hardcover, wie abgebildet.
Verlag: Taylor & Francis Aug 2018, 2018
ISBN 10: 1138035459 ISBN 13: 9781138035454
Sprache: Englisch
Anbieter: Rheinberg-Buch Andreas Meier eK, Bergisch Gladbach, Deutschland
EUR 102,50
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In den WarenkorbBuch. Zustand: Neu. Neuware -In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly 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. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. 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. 1200 pp. Englisch.
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In den WarenkorbZustand: New. In.
EUR 108,59
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In den WarenkorbZustand: As New. Unread book in perfect condition.
Verlag: Taylor & Francis Aug 2018, 2018
ISBN 10: 1138035459 ISBN 13: 9781138035454
Sprache: Englisch
Anbieter: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Deutschland
EUR 102,50
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In den WarenkorbBuch. Zustand: Neu. Neuware -In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly 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. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. 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. 1200 pp. Englisch.
EUR 127,66
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In den WarenkorbHardcover. Zustand: new. Excellent Condition.Excels in customer satisfaction, prompt replies, and quality checks.
EUR 108,12
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In den WarenkorbZustand: new.
Verlag: Taylor & Francis Aug 2018, 2018
ISBN 10: 1138035459 ISBN 13: 9781138035454
Sprache: Englisch
Anbieter: Wegmann1855, Zwiesel, Deutschland
EUR 102,50
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In den WarenkorbBuch. Zustand: Neu. Neuware -New to this edition: update the section on game console HW, extend the rendering chapter, include a section on 2D GUI, new chapter on multiplayer networking, more coverage of the Unity game engine.
Verlag: Taylor & Francis Ltd, London, 2018
ISBN 10: 1138035459 ISBN 13: 9781138035454
Sprache: Englisch
Anbieter: CitiRetail, Stevenage, Vereinigtes Königreich
EUR 89,43
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In den WarenkorbHardcover. Zustand: new. Hardcover. In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly 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.New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of:computer and CPU hardware and memory cachescompiler optimizationsC++ language standardizationthe IEEE-754 floating-point representation2D user interfacesplus an entirely new chapter on hardware parallelism and concurrent programmingThis 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 API.Includes all mathematical background needed.Comprehensive text for beginners and also has content for senior engineers. New to this edition: update the section on game console HW, extend the rendering chapter, include a section on 2D GUI, new chapter on multiplayer networking, more coverage of the Unity game engine. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.
EUR 112,16
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In den WarenkorbHardcover. Zustand: Brand New. 2nd edition. 1014 pages. 9.75x8.00x2.25 inches. In Stock.