Game Engine Architecture
eBook - ePub

Game Engine Architecture

Volume I, Foundations and Core Engine Systems

  1. 611 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

Game Engine Architecture

Volume I, Foundations and Core Engine Systems

About this book

In this new and improved fourth edition of the highly popular Game Engine Architecture, Jason Gregory draws on his 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.

The fourth edition offers the same comprehensive coverage of game engine architecture provided by previous editions, and this first volume covers essential concepts, techniques, tools, and the engine systems that form the core of every game engine.

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

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Information

Publisher
CRC Press
Year
2026
eBook ISBN
9781040731147

Table of contents

  1. Cover Page
  2. Half-Title Page
  3. Title Page
  4. Copyright Page
  5. Dedication Page
  6. Contents
  7. Preface
  8. 1 Introduction
  9. 2 Tools of the Trade
  10. 3 Fundamentals of Software Engineering for Games
  11. 4 Parallelism and Concurrent Programming
  12. 5 3D Math for Games
  13. 6 Engine Support Systems
  14. 7 Resources and the File System
  15. 8 The Game Loop and Real-Time Simulation
  16. 9 Human Interface Devices
  17. 10 Tools for Debugging and Development
  18. Bibliography
  19. Index (Volume I)

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Yes, you can access Game Engine Architecture by Jason Gregory in PDF and/or ePUB format, as well as other popular books in Computer Science & Computer Graphics. We have over one million books available in our catalogue for you to explore.