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Game Engine Architecture Third Edition

Game Engine Architecture Third Edition

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. | Game Engine Architecture Third Edition

GBP 82.99
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Game Development for iOS with Unity3D

Mathematical Conundrums

Mathematical Conundrums

Want to sharpen your mathematical wits? If so then Mathematical Conundrums is for you. Daily Telegraph enigmatologist Barry R. Clarke presents over 120 fiendish problems that will test both your ingenuity and persistence. Between these covers are puzzles in geometry arithmetic and algebra (there is even a section for computer programmers). And for the smartest readers who wish to stretch their mind to its limits a selection of engaging logic and visual lateral puzzles is included. Although no puzzle requires a greater knowledge of mathematics than the high school curriculum this collection will take you to the edge. But are you equal to the challenge? Features High-school level of mathematics is the only pre-requisite Variety of algebraic route-drawing and geometrical conundrums Hints section for the lateral puzzles Warm-up excercises to sharpen the wits Full solutions to every problem Barry R. Clarke has published over 1 500 puzzles in The Daily Telegraph and has contributed enigmas to New Scientist The Sunday Times Reader’s Digest The Sunday Telegraph and Prospect magazine. His book Challenging Logic Puzzles Mensa has sold over 100 000 copies. As well as a PhD in Shakespeare Studies Barry has a master’s degree and academic publications in quantum physics. He is now working on a revised theory of the hydrogen atom. Other skills include mathematics tutor filmmaker comedy-sketch writer cartoonist computer programmer and blues guitarist! For more information please visit http://barryispuzzled. com.

GBP 22.99
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Six Simple Twists The Pleat Pattern Approach to Origami Tessellation Design

Six Simple Twists The Pleat Pattern Approach to Origami Tessellation Design

This new edition of Six Simple Twists: The Pleat Pattern Approach to Origami Tessellation Design introduces an innovative pleat pattern technique for origami designs that is easily accessible to anyone who enjoys the geometry of paper. The book begins with six basic forms meant to ease the reader into the style and then systematically scaffolds the instructions to build a strong understanding of the techniques leading to instructions on a limitless number of patterns. It then describes a process of designing additional building blocks. At the end what emerges is a fascinating artform that will enrich folders for many years. Unlike standard project-based origami books Six Simple Twists focuses on how to design rather than construct. In this thoroughly updated second edition the book explores new techniques and example tessellations with full-page images and mathematical analysis of the patterns. A reader will through practice gain the ability to create still more complex and fascinating designs. Key Features Introduces the reader to origami tessellations and demonstrates their place in the origami community New layout and instructional approach restructure the book from the ground up Addresses common tessellation questions such as what types of paper are best to use and how this artform rose in popularity Teaches the reader how to grid a sheet of paper and the importance of the pre-creases Gives the reader the ability to create and understand tessellations through scaffolded instruction Includes exercises to test understanding Introduces a new notation system for precisely describing pleat intersections Analyzes pleat intersections mathematically using geometrically-focused models including information about Brocard points | Six Simple Twists The Pleat Pattern Approach to Origami Tessellation Design

GBP 35.99
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Real-Time Rendering Fourth Edition

Real-Time Rendering Fourth Edition

Real-Time Rendering combines fundamental principles with guidance on the latest techniques to provide a complete reference on three-dimensional interactive computer graphics. It will help you increase speed and improve image quality and learn the features and limitations of acceleration algorithms and graphics APIs. This latest fourth edition has been updated to include a chapter on virtual reality and augmented reality and covers new topics such as visual appearance global illumination and curves and curved surfaces. It is for anyone serious about computer graphics who wants to learn about algorithms that create synthetic images fast enough that the viewer can interact with a virtual environment. Reviews This is the book I recommend to everyone starting out in the industry. Not only is it a great reference on so many topics each topic is covered in impressive depth with great references for further exploration. — Alex Vlachos Valve Real-Time Rendering condenses literally thousands of cutting-edge papers talks and blogs into a single easy-to-read volume presenting today's best practices open problems and promising state-of-the-art research. A key reference for beginners and experts! — Chris Wyman Principal Research Scientist NVIDIA Since it was first published Real-Time Rendering has been an invaluable companion to anyone who wants to keep up with this dynamic field. It combines rigorous coverage of the fundamentals with up-to-date discussion of the latest techniques. The fourth edition is required reading for anyone serious about computer graphics. — Matt Pharr co-author of Physically Based Rendering: From Theory to Implementation I built our rendering engine and my career on what I learned in previous editions of Real-Time Rendering. This new edition is carefully updated to represent the current state of our field and will remain the first resource I check when tackling a new challenge. — Patrick Cozzi Principal Graphics Architect Cesium and co-editor of OpenGL Insights Real-Time Rendering is the first book I recommend reading to anyone who wants to learn real-time graphics. All the relevant knowledge in one place and a joy to read too! — Aras Pranckevičius Unity Technologies About the Cover: The cover shows an example of advanced real-time rendering technology used in the 2018 Star Wars™ short Reflections which includes real-time ray tracing of reflections and area light shadows computed on the GPU. The short was produced by Epic Games and built in Unreal Engine in collaboration with ILMxLAB and NVIDIA. | Real-Time Rendering Fourth Edition

GBP 82.99
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