学习资料
Last updated
Last updated
关于这点知乎上的讨论已经很多,比如广为人知的Milo Yip
提供的一份。作为长期持续学习,上述路线图是一个不错的指南。但如果你的时间很有限,想尽快熟悉引擎开发,那么上述路线图可能不是非常适合。
《游戏引擎架构》,Milo Yip
译。后来该书又出了第二版和第三版,只有英文原著,新增内容如下。
computer and CPU hardware and memory caches.
compiler optimizations.
C++ language standardization.
the IEEE-754 floating-point representation.
2D user interfaces.
an entirely new chapter on hardware parallelism and concurrent programming.
Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4.
New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine.
Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing.
Insight into the making of Naughty Dog’s latest hit, The Last of Us.
《Real-Time Rendering 4th》(RTR4),,知乎上有牛人分享了
《Physically Based Rendering 4th》(PBRT),, 书中
GPU 系列
《GPU Gems》13(20042006),;
《GPU Pro》17(20102017);
《GPU Zen》(2017)。
《游戏引擎原理与实践》(卷1,卷2),王东哲
著。
GDC
SIGGRAPH
GAMES101系列
Cherno
:
知乎专栏
Morgan McGuire
:
Inigo Quilez
:(ShaderToy创始人之一),
chopper
:
丛越
:
叛逆者
:
文刀秋二
:
文礼
:
大钊
Jerish
quabqi