Game programming patterns / Robert Nystrom.
Available copies
- 1 of 1 copy available at Berklee College of Music.
Current holds
0 current holds with 1 total copy.
Show Only Available Copies
Location | Call Number / Copy Notes | Barcode | Shelving Location | Holdable? | Status | Due Date |
---|---|---|---|---|---|---|
Valencia Main Library | QA76.76.C672 N97 2014 | 37684001092134 | Valencia Stacks | Copy hold / Volume hold | Available | - |
Record details
- ISBN: 9780990582908
- ISBN: 0990582906
- Physical Description: vii, 345 pages : illustrations ; 24 cm
- Publisher: [United States?] : Genever Benning, [2014]
Content descriptions
General Note: | Includes index. |
Formatted Contents Note: | Design patterns revisited -- Sequencing patterns ... Read More I. Introduction. Architecture, perfomance, and ... Read More |
Summary, etc.: | "The biggest challenge facing many game ... Read More |
Search for related items by subject
Subject: | Computer games > Programming. |
Includes index. "The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. This book 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."--Publisher. |