Librarian View
LEADER 01876cam a2200337 i 4500
001
991008273363607546
005
20250121163655.0
008
141215s2014 xxua 001 0 eng d
020
a| 9780990582908
020
a| 0990582906
035
a| (cuhknz)b58793112-852julac_network
035
a| (julac-retro)14099007
040
a| IG#
e| rda
c| IG#
d| OCLCO
d| CVU
d| HK-SYU
050
4
a| QA76.76.V54
b| N97 2014
082
0
4
a| 794.8/1
2| 23
092
0
a| 794.81
b| NYS 2014
100
1
a| Nystrom, Robert.
e| author
245
1
0
a| Game programming patterns /
c| Robert Nystrom.
264
1
a| [United States?] :
b| Genever Benning,
c| [2014]
264
4
c| ©2014
300
a| vii, 345 pages :
b| illustrations ;
c| 24 cm
336
a| text
2| rdacontent
337
a| unmediated
2| rdamedia
338
a| volume
2| rdacarrier
500
a| Includes index.
520
a| "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."--
c| Publisher
650
0
a| Video games
x| Programming.
910
a| nlw
b| kkl
c| wsl
998
a| book
b| dd-mm-yy
945
h| Principal
l| location
i| barcode
y| id
f| bookplate
a| callnoa
b| callnob
n| DSA213
945
h| Principal
h| Supplement
l| location
i| barcode
y| id
f| bookplate
a| callnoa
b| callnob
n| MDIT420