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Game Engine Architecture

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Book Hero Magic crafted this summary to help describe this book. While it's new and still learning, it may not be perfect - your feedback is welcome! Summary
Game Engine Architecture by Jason Gregory presents an in-depth exploration of the theory and practical aspects of game engine software development, drawing on the author's extensive experience in the industry. The third edition expands on previous coverage with updated topics including hardware parallelism, CPU architecture, compiler optimizations, and modern C++ standards. The book explains a wide range of technologies and techniques used in AAA game studios and situates them within the context of industrial-strength game engines.

Designed both as an introductory text and a resource for experienced programmers, it includes comprehensive background on mathematical concepts and provides detailed references to support further study.
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Format: Hardback
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Book Hero Magic created this recommendation. While it's new and still learning, it may not be perfect - your feedback is welcome! IS THIS YOUR NEXT READ?

This book is ideal for aspiring and practising game developers looking to deepen their understanding of game engine architecture. It suits beginners seeking foundational knowledge as well as senior engineers desiring insight into advanced topics such as hardware parallelism and floating-point representation.

Book Hero thinking about your next read

New to this edition: update the section on game console HW, extend the rendering chapter, include a section on 2D GUI, new chapter on multiplayer networking, more coverage of the Unity game engine.

Book Hero Magic formatted this description to make it easier to read. While it's new and still learning, it may not be perfect - your feedback is welcome! Description

In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts, and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated.

New to the Third Edition

This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of:

  • computer and CPU hardware and memory caches
  • compiler optimizations
  • C++ language standardization
  • the IEEE-754 floating-point representation
  • 2D user interfaces
  • plus an entirely new chapter on hardware parallelism and concurrent programming

This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping-off point for those who wish to dig deeper into any particular aspect of the game development process.

Key Features

  • Covers both the theory and practice of game engine software development
  • Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API.
  • Includes all mathematical background needed.
  • Comprehensive text for beginners and also has content for senior engineers.

Book Details

INFORMATION

ISBN: 9781138035454

Publisher: Taylor & Francis Ltd

Format: Hardback

Date Published: 17 August 2018

Country: United Kingdom

Imprint: CRC Press

Edition: 3rd edition

Illustration: 128 Illustrations, color; 352 Illustrations, black and white

Audience: Tertiary education, Professional and scholarly

DIMENSIONS

Width: 191.0mm

Height: 235.0mm

Weight: 2717g

Pages: 1240

About the Author

Jason Gregory has worked as a software engineer in the games industry since March 1999 and as a professional software engineer since 1994. He got his start in game programming at Midway Home Entertainment in San Diego, where he worked on Hydro Thunder 2 and Offroad Thunder, and wrote the Playstation 2/Xbox animation system for Freaky Flyers and Crank the Weasel. In 2003, Jason moved to Electronic Arts Los Angeles, where he worked on engine and gameplay technology for Medal of Honor: Pacific Assault and served as a lead engineer on the Medal of Honor: Airborne project. Jason is currently a Lead Programmer at Naughty Dog Inc., where he and his colleagues are currently working on The Last of Us: Part II for Playstation 4. He also developed engine and gameplay software for every game in the Uncharted series, and The Last of Us on PS3 and PS4, and has also taught courses in game technology at the University of Southern California.

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