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ISBNs | 978-5-04-102290-7 |
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The weight | 0,688 kg |
Size | 165 × 235 mm |
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Delivery
€29,99
Only 1 available
Only 1 available
Good code is the basis of any game. The job of a game programmer consists of many tasks, including optimizing the game, improving performance, and creating a reliable architecture. One of the most common problems that programmers face is the growth of code to uncontrollable sizes, which often discourages the team and even gets in the way of the game's release. How to deal with this? The author of the book, Electronic Arts programmer Robert Nystrom, has a couple of effective tips for you.
Each chapter of the book is a set of effective programming patterns that you can use in your work as is, or improve and combine them in your own way for your own game. “The best collection of practical recipes for implementing typical tasks in games. Compact, clear, without information noise. A uniform cross-section of a huge layer of decisions already made in the gaming industry. This book is an excellent starting point for an in-depth study of specific algorithms and implementations." — Kirill Shabordin, CTO, W4 Kit / Cubelaria
Author | |
---|---|
Publishing house | |
ISBNs | 978-5-04-102290-7 |
Binding | |
Pages | |
The weight | 0,688 kg |
Size | 165 × 235 mm |
Серия | |
Format | |
The year of publishing |
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Information Technology
Information Technology
Clean code: creation, analysis and refactoring. Programmer's Library
Information Technology