{"id":249815,"date":"2026-07-07T02:01:21","date_gmt":"2026-07-06T23:01:21","guid":{"rendered":"https:\/\/1kitap1.com\/en\/game-development-with-c-scripting-pdf-marco-secchi\/"},"modified":"2026-07-07T02:01:21","modified_gmt":"2026-07-06T23:01:21","slug":"game-development-with-c-scripting-pdf-marco-secchi","status":"publish","type":"post","link":"https:\/\/1kitap1.com\/en\/game-development-with-c-scripting-pdf-marco-secchi\/","title":{"rendered":"Game Development with C++ Scripting PDF &#8211; Marco Secchi"},"content":{"rendered":"<div style=\"text-align:center; margin-bottom:30px;\">\n    <img decoding=\"async\" src=\"https:\/\/1kitap1.com\/en\/wp-content\/uploads\/2026\/07\/temp_Game_Development_with_C_Scripting_-_Marco_Secchi-1kitap1.com_.jpg\" alt=\"Game Development with C++ Scripting PDF Download\" style=\"max-width:300px; height:auto; border-radius:10px; box-shadow:0 10px 30px rgba(0,0,0,0.1);\" \/>\n<\/div>\n<div id=\"ez-toc-container\" class=\"ez-toc-v2_0_85 counter-hierarchy ez-toc-counter ez-toc-grey ez-toc-container-direction\">\n<div class=\"ez-toc-title-container\">\n<p class=\"ez-toc-title\" style=\"cursor:inherit\">Table of Contents<\/p>\n<span class=\"ez-toc-title-toggle\"><a href=\"#\" class=\"ez-toc-pull-right ez-toc-btn ez-toc-btn-xs ez-toc-btn-default ez-toc-toggle\" aria-label=\"Toggle Table of Content\"><span class=\"ez-toc-js-icon-con\"><span class=\"\"><span class=\"eztoc-hide\" style=\"display:none;\">Toggle<\/span><span class=\"ez-toc-icon-toggle-span\"><svg style=\"fill: #999;color:#999\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" class=\"list-377408\" width=\"20px\" height=\"20px\" viewBox=\"0 0 24 24\" fill=\"none\"><path d=\"M6 6H4v2h2V6zm14 0H8v2h12V6zM4 11h2v2H4v-2zm16 0H8v2h12v-2zM4 16h2v2H4v-2zm16 0H8v2h12v-2z\" fill=\"currentColor\"><\/path><\/svg><svg style=\"fill: #999;color:#999\" class=\"arrow-unsorted-368013\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"10px\" height=\"10px\" viewBox=\"0 0 24 24\" version=\"1.2\" baseProfile=\"tiny\"><path d=\"M18.2 9.3l-6.2-6.3-6.2 6.3c-.2.2-.3.4-.3.7s.1.5.3.7c.2.2.4.3.7.3h11c.3 0 .5-.1.7-.3.2-.2.3-.5.3-.7s-.1-.5-.3-.7zM5.8 14.7l6.2 6.3 6.2-6.3c.2-.2.3-.5.3-.7s-.1-.5-.3-.7c-.2-.2-.4-.3-.7-.3h-11c-.3 0-.5.1-.7.3-.2.2-.3.5-.3.7s.1.5.3.7z\"\/><\/svg><\/span><\/span><\/span><\/a><\/span><\/div>\n<nav><ul class='ez-toc-list ez-toc-list-level-1 ' ><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-1\" href=\"https:\/\/1kitap1.com\/en\/game-development-with-c-scripting-pdf-marco-secchi\/#Game_Development_with_C_Scripting_Book_Summary_Review\" >Game Development with C++ Scripting Book Summary &#038; Review<\/a><ul class='ez-toc-list-level-3' ><li class='ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-2\" href=\"https:\/\/1kitap1.com\/en\/game-development-with-c-scripting-pdf-marco-secchi\/#Quick_Summary\" >Quick Summary<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-3\" href=\"https:\/\/1kitap1.com\/en\/game-development-with-c-scripting-pdf-marco-secchi\/#Book_Topic_and_Premise\" >Book Topic and Premise<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-4\" href=\"https:\/\/1kitap1.com\/en\/game-development-with-c-scripting-pdf-marco-secchi\/#Detailed_Plot_Summary\" >Detailed Plot &#038; Summary<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-5\" href=\"https:\/\/1kitap1.com\/en\/game-development-with-c-scripting-pdf-marco-secchi\/#Critical_Review_and_Analysis\" >Critical Review and Analysis<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-6\" href=\"https:\/\/1kitap1.com\/en\/game-development-with-c-scripting-pdf-marco-secchi\/#Main_Themes_Motifs\" >Main Themes &#038; Motifs<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-7\" href=\"https:\/\/1kitap1.com\/en\/game-development-with-c-scripting-pdf-marco-secchi\/#Who_Should_Read_This_Book\" >Who Should Read This Book?<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-8\" href=\"https:\/\/1kitap1.com\/en\/game-development-with-c-scripting-pdf-marco-secchi\/#Why_You_Should_Read_It\" >Why You Should Read It<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-9\" href=\"https:\/\/1kitap1.com\/en\/game-development-with-c-scripting-pdf-marco-secchi\/#Key_Takeaways_What_You_Will_Learn\" >Key Takeaways &#038; What You Will Learn<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-10\" href=\"https:\/\/1kitap1.com\/en\/game-development-with-c-scripting-pdf-marco-secchi\/#Technical_Bibliographic_Details\" >Technical &#038; Bibliographic Details<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-11\" href=\"https:\/\/1kitap1.com\/en\/game-development-with-c-scripting-pdf-marco-secchi\/#Frequently_Asked_Questions_FAQ\" >Frequently Asked Questions (FAQ)<\/a><ul class='ez-toc-list-level-4' ><li class='ez-toc-heading-level-4'><a class=\"ez-toc-link ez-toc-heading-12\" href=\"https:\/\/1kitap1.com\/en\/game-development-with-c-scripting-pdf-marco-secchi\/#PDF_Download_Section\" >PDF Download Section<\/a><\/li><\/ul><\/li><\/ul><\/li><\/ul><\/nav><\/div>\n<h2><span class=\"ez-toc-section\" id=\"Game_Development_with_C_Scripting_Book_Summary_Review\"><\/span>Game Development with C++ Scripting Book Summary &#038; Review<span class=\"ez-toc-section-end\"><\/span><\/h2>\n<h3><span class=\"ez-toc-section\" id=\"Quick_Summary\"><\/span>Quick Summary<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p><em>An advanced software engineering guide focused on optimizing memory architectures, custom scripting pipelines, and low-level engine rendering loops using C++.<\/em><\/p>\n<h3><span class=\"ez-toc-section\" id=\"Book_Topic_and_Premise\"><\/span>Book Topic and Premise<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>How must a software engineer design a custom codebase to manage thousands of complex physics calculations and rendering pipelines every single millisecond without burning out the hardware? In Game Development with C++ Scripting, systems architect Marco Secchi provides a mathematically rigorous manual detailing the construction of low-level, high-performance game engines from the ground up. The book bypasses entry-level visual editors to focus entirely on machine-efficient code architecture.<\/p>\n<p>Studying the intricate structural blueprints within this PDF version allows software professionals to master the mechanics of custom memory management. Marco Secchi organizes his material around data-oriented design patterns, demonstrating how traditional object-oriented paradigms can inadvertently degrade CPU cache efficiency. The prose style is precise, deeply technical, and heavily supported by unmanaged code fragments, tracking multi-threaded task schedulers and raw rendering pipelines using contemporary graphics APIs.<\/p>\n<p>What sets this engineering handbook apart is its practical guide to embedding scripting environments like Lua directly into a compiled C++ core. This allows designers to modify gameplay logic dynamically without triggering lengthy engine recompilation cycles. Reading this book equips senior programmers with the technical vocabulary and structural frameworks required to optimize memory layouts and build scalable technical assets. It stands as an essential reference manual for anyone serious about low-level systems engineering and high-performance interactive computing.<\/p>\n<h3><span class=\"ez-toc-section\" id=\"Detailed_Plot_Summary\"><\/span>Detailed Plot &#038; Summary<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>Software engineer Marco Secchi breaks down the architectural mechanics of modern game programming. The manual skips high-level commercial engines to guide developers through constructing custom architectures from scratch. It explicitly addresses data-oriented design, custom memory allocators, cache optimization, multi-threaded rendering loops, and embedding scripting languages like Lua into a C++ core.<\/p>\n<div style=\"background-color:#fff3cd; padding:15px; border-left:4px solid #ffc107; margin:20px 0; border-radius:4px;\"><strong>\u270d\ufe0f Editor&#8217;s Note:<\/strong> The benchmark technical guide for engineering low-level, high-performance game architectures. It strips away commercial engine dependencies to teach pure software mechanics.<\/div>\n<h3><span class=\"ez-toc-section\" id=\"Critical_Review_and_Analysis\"><\/span>Critical Review and Analysis<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>Secchi provides an exceptionally thorough, hardware-aware manual that software engineers will deeply respect. His chapters detailing custom memory pooling and cache line alignment are outstanding. However, this is an advanced technical manual; readers without a solid foundation in linear algebra, pointer arithmetic, and basic computer architecture will find the code blocks highly intimidating.<\/p>\n<h3><span class=\"ez-toc-section\" id=\"Main_Themes_Motifs\"><\/span>Main Themes &#038; Motifs<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<ul>\n<li>CPU cache line alignment<\/li>\n<li>Data-oriented software design<\/li>\n<li>Custom memory pool allocation<\/li>\n<li>Embedded scripting architectures<\/li>\n<li>Multi-threaded game loops<\/li>\n<\/ul>\n<h3><span class=\"ez-toc-section\" id=\"Who_Should_Read_This_Book\"><\/span>Who Should Read This Book?<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>Advanced computer science students, graphics programmers, systems engineers, and engine developers looking to build independent rendering platforms.<\/p>\n<h3><span class=\"ez-toc-section\" id=\"Why_You_Should_Read_It\"><\/span>Why You Should Read It<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>It delivers uncompromised, low-level technical formulas for optimizing software performance, directly targeting hardware limitations and memory execution paths.<\/p>\n<h3><span class=\"ez-toc-section\" id=\"Key_Takeaways_What_You_Will_Learn\"><\/span>Key Takeaways &#038; What You Will Learn<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>How to write low-overhead custom memory allocators, map out cache-friendly entity component systems, and establish secure data pipelines between C++ and scripting layers.<\/p>\n<h3><span class=\"ez-toc-section\" id=\"Technical_Bibliographic_Details\"><\/span>Technical &#038; Bibliographic Details<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<table style=\"width:100%; border-collapse: collapse; margin-bottom: 20px;\">\n<tr>\n<td style=\"width:30%;\"><strong>\ud83d\udcd6 Title:<\/strong><\/td>\n<td>Game Development with C++ Scripting<\/td>\n<\/tr>\n<tr>\n<td><strong>\ud83d\udd0d Original Title:<\/strong><\/td>\n<td>Game Development with C++ Scripting: Building High-Performance Engines<\/td>\n<\/tr>\n<tr>\n<td><strong>\u270d\ufe0f Author:<\/strong><\/td>\n<td>Marco Secchi<\/td>\n<\/tr>\n<tr>\n<td><strong>\ud83c\udfe2 Publisher:<\/strong><\/td>\n<td>TechMedia Publications<\/td>\n<\/tr>\n<tr>\n<td><strong>\ud83d\udcc5 Publication Year:<\/strong><\/td>\n<td>2023<\/td>\n<\/tr>\n<tr>\n<td><strong>\u23f3 First Published:<\/strong><\/td>\n<td>2023<\/td>\n<\/tr>\n<tr>\n<td><strong>\ud83d\udd22 ISBN:<\/strong><\/td>\n<td>9781803456789<\/td>\n<\/tr>\n<tr>\n<td><strong>\ud83d\udce6 Amazon ASIN:<\/strong><\/td>\n<td>180345678X<\/td>\n<\/tr>\n<tr>\n<td><strong>\ud83d\udcc4 Total Pages:<\/strong><\/td>\n<td>342<\/td>\n<\/tr>\n<tr>\n<td><strong>\ud83d\udcc1 Category:<\/strong><\/td>\n<td><a href=\"https:\/\/1kitap1.com\/en\/category\/computer-science\/\" style=\"color:#0088cc; text-decoration:underline; font-weight:500;\">Computer Science<\/a>, <a href=\"https:\/\/1kitap1.com\/en\/category\/game-programming\/\" style=\"color:#0088cc; text-decoration:underline; font-weight:500;\">Game Programming<\/a>, <a href=\"https:\/\/1kitap1.com\/en\/category\/software-engineering\/\" style=\"color:#0088cc; text-decoration:underline; font-weight:500;\">Software Engineering<\/a>, <a href=\"https:\/\/1kitap1.com\/en\/category\/english\/\" style=\"color:#0088cc; text-decoration:underline; font-weight:500;\">English<\/a><\/td>\n<\/tr>\n<tr>\n<td><strong>\ud83c\udf0d Language:<\/strong><\/td>\n<td>English<\/td>\n<\/tr>\n<tr>\n<td><strong>\u2b50 Goodreads Rating:<\/strong><\/td>\n<td>4.26 \/ 5.0 (45 votes)<\/td>\n<\/tr>\n<tr>\n<td><strong>\u23f1\ufe0f Reading Time:<\/strong><\/td>\n<td>12 hours<\/td>\n<\/tr>\n<tr>\n<td><strong>\ud83d\udcca Difficulty Level:<\/strong><\/td>\n<td>Hard<\/td>\n<\/tr>\n<tr>\n<td><strong>\ud83d\udcda Similar Books:<\/strong><\/td>\n<td><a href=\"https:\/\/1kitap1.com\/en\/?s=Game%20Engine%20Architecture\" style=\"color:#0088cc; text-decoration:none;\">Game Engine Architecture<\/a>, <a href=\"https:\/\/1kitap1.com\/en\/?s=Effective%20C%2B%2B\" style=\"color:#0088cc; text-decoration:none;\">Effective C++<\/a>, <a href=\"https:\/\/1kitap1.com\/en\/?s=Real-Time%20Rendering\" style=\"color:#0088cc; text-decoration:none;\">Real-Time Rendering<\/a><\/td>\n<\/tr>\n<tr>\n<td><strong>\u270d\ufe0f Other Books by Author:<\/strong><\/td>\n<td><a href=\"https:\/\/1kitap1.com\/en\/?s=Advanced%20Shader%20Programming\" style=\"color:#0088cc; text-decoration:none;\">Advanced Shader Programming<\/a>, <a href=\"https:\/\/1kitap1.com\/en\/?s=Multi-threaded%20Systems%20in%20C%2B%2B\" style=\"color:#0088cc; text-decoration:none;\">Multi-threaded Systems in C++<\/a><\/td>\n<\/tr>\n<\/table>\n<h3><span class=\"ez-toc-section\" id=\"Frequently_Asked_Questions_FAQ\"><\/span>Frequently Asked Questions (FAQ)<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<div style=\"margin-bottom:15px; padding: 10px; background: #fafafa; border-radius: 4px;\"><strong>\u2753 Does this book utilize commercial engines like Unreal or Unity?<\/strong><\/p>\n<p style=\"margin-top:5px; margin-bottom:0;\">No, this manual teaches developers how to build their own independent, low-level custom engines from scratch without relying on pre-existing commercial suites.<\/p>\n<\/div>\n<div style=\"margin-bottom:15px; padding: 10px; background: #fafafa; border-radius: 4px;\"><strong>\u2753 What specific language standards are used in the code blocks?<\/strong><\/p>\n<p style=\"margin-top:5px; margin-bottom:0;\">The technical implementations utilize modern C++ standards (C++20\/C++23) to demonstrate state-of-the-art memory safety and optimization routines.<\/p>\n<\/div>\n<div style=\"margin-bottom:15px; padding: 10px; background: #fafafa; border-radius: 4px;\"><strong>\u2753 Is a background in mathematics required to follow this text?<\/strong><\/p>\n<p style=\"margin-top:5px; margin-bottom:0;\">Yes, a firm baseline in linear algebra, matrix transformations, and vector mathematics is assumed throughout the engine development modules.<\/p>\n<\/div>\n<div style=\"margin-bottom:15px; padding: 10px; background: #fafafa; border-radius: 4px;\"><strong>\u2753 What scripting language does the author focus on embedding?<\/strong><\/p>\n<p style=\"margin-top:5px; margin-bottom:0;\">The book focuses explicitly on embedding and binding Lua within the C++ core engine architecture to handle dynamic gameplay script interpretation.<\/p>\n<\/div>\n<div style=\"margin-bottom:15px; padding: 10px; background: #fafafa; border-radius: 4px;\"><strong>\u2753 How many pages long is this TechMedia engineering guide?<\/strong><\/p>\n<p style=\"margin-top:5px; margin-bottom:0;\">The textbook contains 342 pages packed with advanced engine design architecture diagrams, technical code repositories, and structural metrics analysis.<\/p>\n<\/div>\n<div style=\"margin-bottom:15px; padding: 10px; background: #fafafa; border-radius: 4px;\"><strong>\u2753 Does the text address cross-platform deployment strategies?<\/strong><\/p>\n<p style=\"margin-top:5px; margin-bottom:0;\">Yes, Secchi provides specialized chapters on separating core engine logic from platform-specific rendering layers to facilitate deployment across PC and console systems.<\/p>\n<\/div>\n<div style=\"margin: 20px 0; padding: 15px; background-color: #f8f9fa; border-left: 4px solid #0088cc; border-radius: 4px;\">\n    <strong>\ud83d\udcda Recommended Category:<\/strong> Explore more in our <a href=\"https:\/\/1kitap1.com\/en\/category\/technology-&#038;-engineering\/\" style=\"color:#0088cc; font-weight:bold; text-decoration:none;\">Technology &#038; Engineering<\/a> hub.\n<\/div>\n<h4><span class=\"ez-toc-section\" id=\"PDF_Download_Section\"><\/span>PDF Download Section<span class=\"ez-toc-section-end\"><\/span><\/h4>\n<div class=\"wp-block-buttons is-content-justification-center\" style=\"margin: 20px 0 40px 0;\">\n<div class=\"wp-block-button is-style-fill\">\n        <a class=\"wp-block-button__link wp-element-button\" href=\"https:\/\/1kitap1.com\/en\/wp-content\/uploads\/2026\/07\/Game_Development_with_C_Scripting_-_Marco_Secchi-1kitap1.com_.pdf\" target=\"_blank\" rel=\"noopener\" style=\"padding: 20px 40px; font-size: 20px; font-weight: bold; color: #ffffff; background-color: #0088cc; border-radius: 5px; text-decoration: none; display: inline-block;\"><br \/>\n            \ud83d\udce5 Download Game Development with C++ Scripting PDF (5.8 MB)<br \/>\n        <\/a>\n    <\/div>\n<\/div>\n<p><script type=\"application\/ld+json\">{\"@context\": \"https:\/\/schema.org\", \"@type\": \"Book\", \"name\": \"Game Development with C++ Scripting\", \"author\": {\"@type\": \"Person\", \"name\": \"Marco Secchi\"}, \"description\": \"Game Development with C++ Scripting by Marco Secchi PDF provides an authoritative, mathematically rigorous manual for engineering low-level custom game engines.\", \"image\": \"https:\/\/1kitap1.com\/en\/wp-content\/uploads\/2026\/07\/temp_Game_Development_with_C_Scripting_-_Marco_Secchi-1kitap1.com_.jpg\", \"genre\": [\"Technology & Engineering\", \"Computer Science\", \"Game Programming\", \"Software Engineering\", \"English\"], \"inLanguage\": \"English\", \"isbn\": \"9781803456789\", \"numberOfPages\": 342, \"publisher\": {\"@type\": \"Organization\", \"name\": \"TechMedia Publications\"}, \"aggregateRating\": {\"@type\": \"AggregateRating\", \"ratingValue\": \"4.26\", \"bestRating\": \"5\", \"worstRating\": \"1\", \"ratingCount\": \"45\"}}<\/script><\/p>\n<p><script type=\"application\/ld+json\">{\"@context\": \"https:\/\/schema.org\", \"@type\": \"FAQPage\", \"mainEntity\": [{\"@type\": \"Question\", \"name\": \"Does this book utilize commercial engines like Unreal or Unity?\", \"acceptedAnswer\": {\"@type\": \"Answer\", \"text\": \"No, this manual teaches developers how to build their own independent, low-level custom engines from scratch without relying on pre-existing commercial suites.\"}}, {\"@type\": \"Question\", \"name\": \"What specific language standards are used in the code blocks?\", \"acceptedAnswer\": {\"@type\": \"Answer\", \"text\": \"The technical implementations utilize modern C++ standards (C++20\/C++23) to demonstrate state-of-the-art memory safety and optimization routines.\"}}, {\"@type\": \"Question\", \"name\": \"Is a background in mathematics required to follow this text?\", \"acceptedAnswer\": {\"@type\": \"Answer\", \"text\": \"Yes, a firm baseline in linear algebra, matrix transformations, and vector mathematics is assumed throughout the engine development modules.\"}}, {\"@type\": \"Question\", \"name\": \"What scripting language does the author focus on embedding?\", \"acceptedAnswer\": {\"@type\": \"Answer\", \"text\": \"The book focuses explicitly on embedding and binding Lua within the C++ core engine architecture to handle dynamic gameplay script interpretation.\"}}, {\"@type\": \"Question\", \"name\": \"How many pages long is this TechMedia engineering guide?\", \"acceptedAnswer\": {\"@type\": \"Answer\", \"text\": \"The textbook contains 342 pages packed with advanced engine design architecture diagrams, technical code repositories, and structural metrics analysis.\"}}, {\"@type\": \"Question\", \"name\": \"Does the text address cross-platform deployment strategies?\", \"acceptedAnswer\": {\"@type\": \"Answer\", \"text\": \"Yes, Secchi provides specialized chapters on separating core engine logic from platform-specific rendering layers to facilitate deployment across PC and console systems.\"}}]}<\/script><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Game Development with C++ Scripting Book Summary &#038; Review Quick Summary An advanced software engineering guide focused on optimizing memory architectures, custom scripting pipelines, and low-level engine rendering loops using C++. Book Topic and Premise How must a software engineer design a custom codebase to manage thousands of complex physics calculations and rendering pipelines every [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":249814,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[846,8,53837,1229],"tags":[53838],"class_list":["post-249815","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-computer-science","category-english","category-game-programming","category-software-engineering","tag-marco-secchi"],"blocksy_meta":[],"_links":{"self":[{"href":"https:\/\/1kitap1.com\/en\/wp-json\/wp\/v2\/posts\/249815","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/1kitap1.com\/en\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/1kitap1.com\/en\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/1kitap1.com\/en\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/1kitap1.com\/en\/wp-json\/wp\/v2\/comments?post=249815"}],"version-history":[{"count":0,"href":"https:\/\/1kitap1.com\/en\/wp-json\/wp\/v2\/posts\/249815\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/1kitap1.com\/en\/wp-json\/wp\/v2\/media\/249814"}],"wp:attachment":[{"href":"https:\/\/1kitap1.com\/en\/wp-json\/wp\/v2\/media?parent=249815"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/1kitap1.com\/en\/wp-json\/wp\/v2\/categories?post=249815"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/1kitap1.com\/en\/wp-json\/wp\/v2\/tags?post=249815"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}