{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,4,23]],"date-time":"2025-04-23T05:08:16Z","timestamp":1745384896741},"publisher-location":"Cham","reference-count":2,"publisher":"Springer International Publishing","isbn-type":[{"type":"print","value":"9783319406114"},{"type":"electronic","value":"9783319406121"}],"license":[{"start":{"date-parts":[[2016,1,1]],"date-time":"2016-01-01T00:00:00Z","timestamp":1451606400000},"content-version":"unspecified","delay-in-days":0,"URL":"http:\/\/www.springer.com\/tdm"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2016]]},"DOI":"10.1007\/978-3-319-40612-1_6","type":"book-chapter","created":{"date-parts":[[2016,8,25]],"date-time":"2016-08-25T06:20:09Z","timestamp":1472106009000},"page":"127-159","source":"Crossref","is-referenced-by-count":5,"title":["Game Engines"],"prefix":"10.1007","author":[{"given":"Jonas","family":"Freiknecht","sequence":"first","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Christian","family":"Geiger","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Daniel","family":"Drochtert","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Wolfgang","family":"Effelsberg","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Ralf","family":"D\u00f6rner","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"297","published-online":{"date-parts":[[2016,8,26]]},"reference":[{"key":"6_CR1","unstructured":"McShaffry M, Graham DR (2012) Game coding complete, 4th ed, Course Technology\u2014This book covers the entire cycle of game development from setting up a development environment, code and asset management to engine programming, game editor development, quality assurance and final shipping of the game. The book has a strong technical focus and provides hundreds of lines of code written in C++\u00a0and even assembler but is yet well explained and follows an \u201cexplain by code\u201d approach"},{"key":"6_CR2","unstructured":"Gregory J (2014) Game engine architecture, 2nd ed, Taylor & Francis Ltd.\u2014This fairly thick book (more than 800 pages) contains a detailed description of all aspects of game engines. It is a very technical book. The author has many years of practical experience as a game designer and a game programmer, and his style of writing is geared towards those who want to really understand game engines and develop their own games"}],"container-title":["Serious Games"],"original-title":[],"language":"en","link":[{"URL":"http:\/\/link.springer.com\/content\/pdf\/10.1007\/978-3-319-40612-1_6","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2016,8,25]],"date-time":"2016-08-25T06:22:58Z","timestamp":1472106178000},"score":1,"resource":{"primary":{"URL":"http:\/\/link.springer.com\/10.1007\/978-3-319-40612-1_6"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2016]]},"ISBN":["9783319406114","9783319406121"],"references-count":2,"URL":"https:\/\/doi.org\/10.1007\/978-3-319-40612-1_6","relation":{},"subject":[],"published":{"date-parts":[[2016]]}}}