GEA翻译

《Game Engine Architecture》翻译免责声明

Game Engine Architecture
Jason Gregory



I 基础
   1 简介
      1.1 一个典型的游戏团队结构
      1.2 什么是游戏?
      1.3 什么是游戏引擎?
      1.4 不同类型引擎之间的区别
      1.5 游戏引擎调查
      1.6 运行时引擎架构
      1.7 工具和资产管线
   2 业界的工具
      2.1 版本控制
      2.2 Microsoft Visual Studio
      2.3 性能分析工具
      2.4 内存泄露和崩溃检测
      2.5 其它工具
   3 游戏软件工程的基础
      3.1 C++回顾与最佳实践
      3.2 C++中的数据、代码和内存
      3.3 Catching and Handling Errors
   4 游戏中的3D数学
      4.1 在二维中解决三维问题
      4.2 点和向量
      4.3 Matrices
      4.4 Quaternions
      4.5 Comparison of Rotational Representations
      4.6 Other Useful Mathematical Objects
      4.7 Hardware-Accelerated SIMD Math
      4.8 Random Number Generation 

II Low-Level Engine Systems 
   5 Engine Support Systems
      5.1 Subsystem Start-Up and Shut-Down
      5.2 Memory Management
      5.3 Containers
      5.4 Strings
      5.5 Engine Confi guration
   6 Resources and the File System
      6.1 File System
      6.2 The Resource Manager
   7 The Game Loop and Real-Time Simulation
      7.1 The Rendering Loop
      7.2 The Game Loop
      7.3 Game Loop Architectural Styles
      7.4 Abstract Timelines
      7.5 Measuring and Dealing with Time
      7.6 Multiprocessor Game Loops
      7.7 Networked Multiplayer Game Loops
   8 Human Interface Devices (HID)
      8.1 Types of Human Interface Devices
      8.2 Interfacing with a HID
      8.3 Types of Inputs
      8.4 Types of Outputs
      8.5 Game Engine HID Systems
      8.6 Human Interface Devices in Practice
   9 Tools for Debugging and Development
      9.1 Logging and Tracing
      9.2 Debug Drawing Facilities
      9.3 In-Game Menus
      9.4 In-Game Console
      9.5 Debug Cameras and Pausing the Game
      9.6 Cheats
      9.7 Screen Shots and Movie Capture
      9.8 In-Game Profi ling 

III Graphics and Motion 
   10 The Rendering Engine
      10.1 Foundations of Depth-Buffered
      Triangle Rasterization
      10.2 The Rendering Pipeline
      10.3 Advanced Lighting and Global Illumination
      10.4 Visual Effects and Overlays
   11 Animation Systems
      11.1 Types of Character Animation
      11.2 Skeletons
      11.3 Poses
      11.4 Clips
      11.5 Skinning and Matrix Palette Generation
      11.6 Animation Blending
      11.7 Post-Processing
      11.8 Compression Techniques
      11.9 Animation System Architecture
      11.10 The Animation Pipeline
      11.11 Action State Machines
      11.12 Animation Controllers
   12 Collision and Rigid Body Dynamics
      12.1 Do You Want Physics in Your Game?
      12.2 Collision/Physics Middleware
      12.3 The Collision Detection System
      12.4 Rigid Body Dynamics
      12.5 Integrating a Physics Engine into Your Game
      12.6 A Look Ahead: Advanced Physics Features 

IV Gameplay
   13 Introduction to Gameplay Systems
      13.1 Anatomy of a Game World
      13.2 Implementing Dynamic Elements: Game Objects
      13.3 Data-Driven Game Engines
      13.4 The Game World Editor
   14 Runtime Gameplay Foundation Systems
      14.1 Components of the Gameplay Foundation System
      14.2 Runtime Object Model Architectures
      14.3 World Chunk Data Formats
      14.4 Loading and Streaming Game Worlds
      14.5 Object References and World Queries
      14.6 Updating Game Objects in Real Time
      14.7 Events and Message-Passing
      14.8 Scripting
      14.9 High-Level Game Flow 

V Conclusion 
   15 You Mean There’s More?
      15.1 Some Engine Systems We Didn’t Cover
      15.2 Gameplay Systems

参考文献

GEA翻译》上有4条评论

  1. 对内存和调试release特别有感触,曾经想过改进一个适应大部分需求的Profile工具,我也在维护没有任何同事懂的没留下任何文档少量注释的工具代码,代码规范太重要。总之,书写得太好共鸣太多。

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