9781138035454-1138035459-Game Engine Architecture, Third Edition

Game Engine Architecture, Third Edition

ISBN-13: 9781138035454
ISBN-10: 1138035459
Edition: 3
Author: Jason Gregory
Publication date: 2018
Publisher: A K Peters/CRC Press
Format: Hardcover 1240 pages
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Book details

ISBN-13: 9781138035454
ISBN-10: 1138035459
Edition: 3
Author: Jason Gregory
Publication date: 2018
Publisher: A K Peters/CRC Press
Format: Hardcover 1240 pages

Summary

Game Engine Architecture, Third Edition (ISBN-13: 9781138035454 and ISBN-10: 1138035459), written by authors Jason Gregory, was published by A K Peters/CRC Press in 2018. With an overall rating of 4.2 stars, it's a notable title among other Game Design (Games & Strategy Guides, Rendering & Ray Tracing, Graphics & Design, Game Programming, Programming, Graphics & Multimedia, Software Design, Testing & Engineering) books. You can easily purchase or rent Game Engine Architecture, Third Edition (Hardcover) from BooksRun, along with many other new and used Game Design books and textbooks. And, if you're looking to sell your copy, our current buyback offer is $33.49.

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.
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