9781466560017-1466560010-Game Engine Architecture

Game Engine Architecture

ISBN-13: 9781466560017
ISBN-10: 1466560010
Edition: 2
Author: Jason Gregory
Publication date: 2014
Publisher: A K Peters Ltd
Format: Hardcover 1014 pages
FREE US shipping
Buy

From $12.95

Book details

ISBN-13: 9781466560017
ISBN-10: 1466560010
Edition: 2
Author: Jason Gregory
Publication date: 2014
Publisher: A K Peters Ltd
Format: Hardcover 1014 pages

Summary

Game Engine Architecture (ISBN-13: 9781466560017 and ISBN-10: 1466560010), written by authors Jason Gregory, was published by A K Peters Ltd in 2014. With an overall rating of 4.0 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 (Hardcover, Used) 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 $0.65.

Description

Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine.

New to the Second Edition

  • Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4
  • New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine
  • Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing
  • Insight into the making of Naughty Dog’s latest hit, The Last of Us

The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI.

An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.

Rate this book Rate this book

We would LOVE it if you could help us and other readers by reviewing the book