Game programming patterns / (Record no. 16048)
[ view plain ]
000 -LEADER | |
---|---|
fixed length control field | 01589nam a2200241Ia 4500 |
003 - CONTROL NUMBER IDENTIFIER | |
control field | NULRC |
005 - DATE AND TIME OF LATEST TRANSACTION | |
control field | 20250520102820.0 |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
fixed length control field | 250520s9999 xx 000 0 und d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
International Standard Book Number | 9780990582908 |
040 ## - CATALOGING SOURCE | |
Transcribing agency | NULRC |
050 ## - LIBRARY OF CONGRESS CALL NUMBER | |
Classification number | QA 76.76 .N97 2014 |
100 ## - MAIN ENTRY--PERSONAL NAME | |
Personal name | Nystrom, Robert |
Relator term | author |
245 #0 - TITLE STATEMENT | |
Title | Game programming patterns / |
Statement of responsibility, etc. | Robert Nystrom |
260 ## - PUBLICATION, DISTRIBUTION, ETC. | |
Place of publication, distribution, etc. | [Place of publication not identifed] : |
Name of publisher, distributor, etc. | Genever Benning, |
Date of publication, distribution, etc. | c2014 |
300 ## - PHYSICAL DESCRIPTION | |
Extent | vii, 345 pages ; |
Dimensions | 24 cm. |
365 ## - TRADE PRICE | |
Price amount | USD50.86 |
500 ## - GENERAL NOTE | |
General note | Game programming patterns /, Game |
504 ## - BIBLIOGRAPHY, ETC. NOTE | |
Bibliography, etc. note | Includes index. |
505 ## - FORMATTED CONTENTS NOTE | |
Formatted contents note | 1. Introduction -- 2. Design patterns revisited -- 3. Sequencing patterns -- 4. Behavioral patterns -- 5.Decoupling patterns -- 6. Optimization patterns. |
520 ## - SUMMARY, ETC. | |
Summary, etc. | The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games. |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name entry element | COMPUTER GAMES -- PROGRAMMING |
942 ## - ADDED ENTRY ELEMENTS (KOHA) | |
Source of classification or shelving scheme | Library of Congress Classification |
Koha item type | Books |
Withdrawn status | Lost status | Source of classification or shelving scheme | Damaged status | Not for loan | Collection | Home library | Current library | Shelving location | Date acquired | Source of acquisition | Cost, normal purchase price | Total checkouts | Full call number | Barcode | Date last seen | Copy number | Price effective from | Koha item type |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Library of Congress Classification | Gen. Ed. - CCIT | LRC - Graduate Studies | National University - Manila | General Circulation | 06/14/2017 | Purchased - Amazon | 1068.23 | GC QA 76.76 .N97 2014 | NULIB000013807 | 05/20/2025 | c.1 | 05/20/2025 | Books |