Game Engine Architecture
Part V Conclusion ...
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15 You Mean There’s More? C ongratulations! You’ve reached the end of your journey through the landscape of game engine architec ...
822 15. You Mean There’s More? signers, voice actors, and composers who work so hard to add that all-too- critical fourth dimens ...
15.2. Gameplay Systems 823 15.2 Gameplay Systems A game is of course much more than just its engine. On top of the gameplay foun ...
824 15. You Mean There’s More? with some degree of control over the camera’s orientation relative to the player avatar. First-p ...
825 all that really matt ers is the player’s perception of what is going on. A classic example comes from the game Halo. When Bu ...
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827 References [1] Tomas Akenine-Moller, Eric Haines, and Naty Hoff man. Real-Time Rendering (3rd Edition). Wellesley, MA: A K P ...
828 References [9] David H. Eberly. 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics. San Francisco, C ...
References 829 [26] Raph Koster. A Theory of Fun for Game Design. Phoenix, AZ: Paraglyph, 2004. [27] John Lakos. Large-Scale C++ ...
830 References [42] Alan Watt. 3D Computer Graphics (3rd Edition). Reading, MA: Addison Wesley, 1999. [43] James Whitehead II, B ...
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