000 | 01589nam a2200241Ia 4500 | ||
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003 | NULRC | ||
005 | 20250520102820.0 | ||
008 | 250520s9999 xx 000 0 und d | ||
020 | _a9780990582908 | ||
040 | _cNULRC | ||
050 | _aQA 76.76 .N97 2014 | ||
100 |
_aNystrom, Robert _eauthor |
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245 | 0 |
_aGame programming patterns / _cRobert Nystrom |
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260 |
_a[Place of publication not identifed] : _bGenever Benning, _cc2014 |
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300 |
_avii, 345 pages ; _c24 cm. |
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365 | _bUSD50.86 | ||
500 | _aGame programming patterns /, Game | ||
504 | _aIncludes index. | ||
505 | _a1. Introduction -- 2. Design patterns revisited -- 3. Sequencing patterns -- 4. Behavioral patterns -- 5.Decoupling patterns -- 6. Optimization patterns. | ||
520 | _aThe 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 | _aCOMPUTER GAMES -- PROGRAMMING | ||
942 |
_2lcc _cBK |
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999 |
_c16048 _d16048 |