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Game Engine Design and Implementation (Anglais) Broché – 20 août 2010

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4,1 étoiles sur 5 8 commentaires provenant des USA

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Description du produit

Présentation de l'éditeur

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.

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Amazon.com: 4.1 étoiles sur 5 8 commentaires
16 internautes sur 16 ont trouvé ce commentaire utile 
3.0 étoiles sur 5 Good Book 31 janvier 2011
Par rob - Publié sur Amazon.com
Format: Broché Achat vérifié
I don't have any game engine experience and I got this book to help me out.
The first few chapters are great. They explain a lot about game engines; generally, how they work and why.
The author even shows you how to create your own c++ game engine from scratch. I love this.
He also makes a point that game engine design is a huge topic that cannot be covered in one book, however at times it seems like he is trying to, which hurts the content.

In the chapter about a DirectX 10 Render Manager, he spends over 100 pages talking about it and how to write a basic one. At the end he explains that the manager he just showed you is actually a piece of crap: camera doesn't move at all, no lighting, etc. The very next chapter (3D Scene Manager) he completely throws out directX and uses OGRE 3D.

I have no problem at all seeing a lot of different examples / ways of creating the different parts of the engine. But I'd also look to different books/resources for different examples. I was looking at this for consistency, which falls apart midway through.
4.0 étoiles sur 5 Decent Book, But Doesn't Live Up to the Title. Still Probably Worth Reading. 29 avril 2014
Par A. M. Hernandez - Publié sur Amazon.com
Format: Format Kindle Achat vérifié
Alan Thorn’s Game Engine Design and Implementation was quite an interesting read. Overall I thought it was good, but the book struggles at times to find it’s audience. On one hand, it covers a lot of great topics and there are some good code snippets to be found. On the other hand, it seems to jump around between APIs and frameworks and never really culminates with a complete engine. Even so, engine development is no breeze and any help in this area is much appreciated.

The text begins with the basics: downloading Visual Studio or Code::Blocks and configuring a development environment. It shows you how to create and call a DLL. Some brief coverage of the STL. All useful stuff. Then it moves on to some basic engine features, like logging errors and handling exceptions. Again a great place to start. It continues with a resource manager based on XML. Then a 2D scene manager and renderer using SDL. Supporting sound and music with the BASS library. Processing input with OIS. Then a renderer with DirectX 10. Great stuff. Then in the next chapter it throws out everything you just learned and jumps to working with OGRE. Don’t get me wrong, OGRE is a great API. But it seems strange for a book titled “Game Engine Design and Implementation” to use an off-the-shelf library and not code the, erm, implementation themselves. The book follows up with coverage of Bullet physics and ends with a brief overview of DX Studio, which is an all-in-one game engine solution.

While each chapter alone is very interesting and informative, I feel like the book as a whole lost it’s focus somewhere and the engine that you think you are creating at the beginning of the book never materializes. I almost feel bad, it’s like the author started with one premise of creating an engine from scratch, and then gives up half-way. I even agree that using pre-built tools are a good idea in many cases, and most people don’t want to re-invent SDL or OGRE or whatever. But there are other books that focus on these engines and frameworks. People picking up a book like “Game Engine Design and Implementation” probably are more interested in rolling their own engine.

That said, I still feel like the book was a worthwhile read and I did learn a little bit about some stuff and found it useful. Going in I had read the reviews on Amazon, and I knew the author was going to jump around with different libraries. Had I not known this I may have been more upset. As is, Alan Thorn is a competent writer and clearly knows a thing or two about game engines. I guess I just wish there was more of a focus on creating something cohesive and original and not just a jumble of introductions into different APIs. However, if you are on a journey (like me) of creating a 3D game engine you will need as much ammo has possible and this book certainly has a place in the arsenal. Just not the first place.
1 internautes sur 1 ont trouvé ce commentaire utile 
3.0 étoiles sur 5 Amazing book except for last 2 chapters! 15 janvier 2012
Par Jesus - Publié sur Amazon.com
Format: Broché Achat vérifié
Ok so the main part of this book the first 9 chapters is all about building a game engine and it is pretty damn good at doing it too. I was thinking it must be the very best book I ever read on programming in general, good code, good explanations and everything was going very well.

In comes chapter 10 where the book moves away from using directx directly and into using Ogre3D, this is a really good thing because Ogre3D is very good SDK and makes using directx/opengl very easy. He explains the basics pretty good but thats all, he NEVER implements Ogre3D into the engine that the previous 9 chapters where all about building. Doesn't make any sense to just abandon the engine all together, And strangely he never even mentions the engine again from the beginning of this chapter on. And since the chapter you build a directx10 renderer doesn't include any way to load models from file, you are left with an engine that CAN'T draw 3d models from a file, and several other important missing features that Ogre3D provides.

So that was a HUGE dissapointment.

In comes chapter 11 where you are introduced to bullet physics SDK again this is not incorported into the engine. It is just a very light intro to it.

So if he had put the ogre3d renderer in the engine this book would have been really good but because at the end you have just a pile of worthless code, its only worth 3/5 stars to me. Those 3 stars are because I did learn a lot from the early chapters.
0 internautes sur 1 ont trouvé ce commentaire utile 
5.0 étoiles sur 5 An excellent place to start 18 mai 2012
Par Jason A. Schmedes - Publié sur Amazon.com
Format: Broché Achat vérifié
This book provides a great overview of the field of game engine design from start to finish. It also contains a lot of code examples. Would recommend.
8 internautes sur 8 ont trouvé ce commentaire utile 
3.0 étoiles sur 5 The goal is never accomplished. 22 janvier 2012
Par EddieV223 - Publié sur Amazon.com
Format: Broché
The goal as stated many times during the early chapters of the book is to get a basic but functional framework of compatible code for an engine. The first 9 chapters nearly get this working except that, once it gets into making a DirectX10 renderer, he just gives up never writing a complete renderer with mesh loading from file. He doesn't complete it, instead switches to Ogre3D. Ogre3D is a fine SDK nothing wrong with it. It however does only load one kind of mesh/model. A ".mesh" file. A custom format.

He doesn't incorporate Ogre3D into the engine that the whole book is about making. He only goes over the basics. Also the next chapter is physics, again he picks an sdk introduces you to it and does not implement it in the engine. Ok now the final chapter in the book is where he nearly shoots the whole book in the foot. He talks about DXStudio. He goes on about how it can be used to build a scene easily and output to xml so your engine can use it. But DXStudio Does NOT I repeat NOT load ogre3D's ".mesh" files. So it will not work with Ogre3D. And since the directx10 renderer built in the book doesn't load models at all, the chapter basically has the point of, forget trying to build your own engine and just use someone else's engine/tools instead. After reading 600+ pages of a book that claims to teach you Game Engine Design, having it end with the "Just use someone else's engine/tools" lesson is a hard pill to swallow.

What makes it all so strange is that the first 9 chapters are all excellent, and you are constantly building a game engine from scratch. It's a lot of work, but it's all explained well, and the code is great. So why in the world do the final 3 chapters not just give up on that plan, but kick it in the nuts?
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