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This book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process.
Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.
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Most helpful customer reviews
6 of 6 people found the following review helpful
5.0 out of 5 stars
An excellent overview,
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This review is from: Game Engine Architecture (Hardcover)
This book is special because it examines engine components in the context of a heterogeneous system, rather than placing each in a vacuum. It is thoughtfully written, and approaches problems from multiple angles - using examples from both open-source and commercially licensed engines. I appreciated the emphasis on designs that exploit parallelism and cache-coherency.Of particular interest are the chapters on animation and collision/physics. They provide a great deal of depth without focusing on implementation specifics. The book lacks a chapter on audio. However, in its treatment of collision and the game object model, it addresses many of the issues related to data-sharing and event handling between disparate entities. I would highly recommend this book to any new graduate, developer entering the game industry, or junior-level engine developer (because it is easy to miss the bigger picture when you are working within your specific area of engine code). (Note: This is not an instruction book. It will not give you the source code to build your own engine. Instead, it is an excellent reference that will allow a developer to make informed decisions when designing their own engine or when designing components for a larger engine.) (Note about the reviewer: I have contributed to two AAA game engines (PC/XBox 360/PS3), written two render engines, a ray tracer, a cross-platform game engine (PC/Mac), and a multi-threaded operating system. I wish this book existed years ago because it teaches many lessons that I had to learn the hard way.)
5.0 out of 5 stars
Very Good!!,
This review is from: Game Engine Architecture (Hardcover)
Complete!Excellent for beginner or more advanced programmer. I recommande it to every one who want to learn new tips for optimize their code or to learn how game engine works.
1 of 1 people found the following review helpful
4.0 out of 5 stars
There is only one book.,
By
This review is from: Game Engine Architecture (Hardcover)
There are many 3d engine(normally graphic engine), physics and other books but that's not enough for real world game engine.To develop real world game, needs lots of things such as memory management, resource packing, data structure library (like custom STL), profiler and so on. Author described all things for game engine and I believe there is no other books about these topics because it is very hard(really^53 hard) and only few people know everything. The only thing I really want is. Need more practical resources. This book has lot of text but just not enough. Author touched too many issues but some chapter just not enough. If author described all things and more detail (including more practical resources, executable program or sources), this book will be over the 1500 pages or more. I hope some other people help him or author do this for us, it will be amazing. Oh, I need to talk about this book. Simple, there is only one book and you have no choice!! If you wanna know how real world game engine works and constructed, this book is the best for you. But I don't recommend this book if you are looking for working projects(or examples) (This is the only reason that I gave 4 stars)
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