Game Engine Design & Implementation. Alan Thorn

Game Engine Design & Implementation


Game.Engine.Design.Implementation.pdf
ISBN: 9780763784515 | 594 pages | 15 Mb


Download Game Engine Design & Implementation



Game Engine Design & Implementation Alan Thorn
Publisher: Jones & Bartlett Learning



I went through two different approaches, first attempting to create a "regular" 3D engine using Canvas and later going for a raycasting approach using straight DOM techniques. The ideal candidate is someone who is passionate about games (and game development) and has significant experience designing, implementing, maintaining and extending modern game engine systems. In this article, I'll deconstruct the latter project and go through the details of how to create your own pseudo-3D raycasting engine. One game, or game engine, I wanted to implement for some time was a psuedo-3D engine such as the one used in the old Wolfenstein 3D game by iD Software. With 5 years industry experience I have a varied portfolio showcasing multi-genre Music Composition, Sound Design and Game Engine Audio Implementation via Wwise. The theme of the book includes everything having to do with game engine design and implementation. A lot of this has taken the form of my designing games myself, and then proceeding to implement them myself - a process which I love both sides of. I have been looking at game engine design (specifically focused on 2d game engines, but also applicable to 3d games), and am interested in some information on. The paper submission period for Game Engine Gems is now open through August 1, 2009. Do you know of any good links with information on how these sorts of designs are often implemented?

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