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Tidsskrift
I. Foundations. 1. Introduction. 2. Tools of the trade. 3. Fundamentals of software engineering for games. 4. 3D math for games. II. Low-level engine systems. 5. Engine support systems. 6. Resources and the file system. 7. The game loop and real-time simulation. 8. Human interface devices (HID). 9. Tools for debugging and development. III. Graphics and motion. 10. The rendering engine. 11. Animation systems. 12. Collision and rigid body dynamics. IV. Gameplay. 13. Introduction to gameplay systems. 14. Runtime gameplay foundation systems. V. Conclusion. 15. You mean there's more?
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