Game Engine Architecture
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Check link for latest rating. ( 590 ratings, 30 reviews)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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Game Engine Architecture
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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.
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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