Game Engine Architecture, Third Edition: Edition 3

· CRC Press
4.4
14 reviews
Ebook
1240
Pages
Eligible

About this ebook

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.

Ratings and reviews

4.4
14 reviews
Alexis Tejeda
July 10, 2019
The book content is amazing, but this digital version is just like a PDF uploaded to this platform, check the free sample and you will know what I'm talking about. Touches from various points for a successful game engine, although most of the content is targeted to c++ it can be applied to other languages as well keeping in mind the languages pro and cons. I recommend this book to anyone who want to know how to develop an architecture for a game engine development, but I strongly recommend to get a printed copy. Overall, good book... really bad in a digital format.
5 people found this review helpful
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Roger F
November 24, 2018
Fix the digital page numbering. The first section of the book is in Roman numerals and decimal numbering starts on chapter 6. Also, make it so you can jump to the different chapters instead of the different sections.
6 people found this review helpful
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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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