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Game Engine Architecture
 
 

Game Engine Architecture [Hardcover]

Jason Gregory , Jeff Lander , Matt Whiting
4.8 out of 5 stars  See all reviews (4 customer reviews)
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Product Description

Review

A 2010 CHOICE Outstanding Academic Title This course resource provides an excellent, comprehensive look at every major system and issue related to modern game development ! a must-have textbook for computer science, software engineering, or game programming majors, amateur hobbyists, game 'modders,' and game developers. --A. Chen, CHOICE, January 2010 ! it looks like most of the critical areas and concepts are touched on. ! it looks like you'll have some reasonably deep understanding of the elements that go into making a game engine. Quite an impressive work, and I know of nothing else in this area that is so detailed. --Eric Haines, www.realtimerendering.com/blog/, July 2009 Jason Gregory draws upon his many years of experience and expertise to create a complete and comprehensive textbook on the theory and practice of game engine software development. Informed and informative, replete with examples for every aspect of the game development process, and fully accessible to aspiring game engine developers as well as a very useful reference for even experienced technicians in the field, Game Engine Architecture is an invaluable, thoroughly 'user friendly', and highly recommended core addition to personal, professional, and academic Computer Science reference and resource collections in general, as well as gaming engine design instructional reading lists in particular. --The Midwest Book Review, September 2009 The book contains a huge amount of data on specifics to consider when developing a game engine. --Gamasutra.com, November 2009 Game Engine Architecture by Jason Gregory has been named a finalist for the Game Developer's 2009 Front Line Award. --PR Newswire, December 2009

Book Description

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.


Inside This Book (Learn More)
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Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
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Customer Reviews

4 Reviews
5 star:
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4 star:
 (1)
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Average Customer Review
4.8 out of 5 stars (4 customer reviews)
 
 
 
 
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6 of 6 people found the following review helpful
5.0 out of 5 stars An excellent overview, Feb 10 2010
By 
S. B. Smith - See all my reviews
(REAL NAME)   
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.)
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5.0 out of 5 stars Very Good!!, April 30 2012
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.
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1 of 1 people found the following review helpful
4.0 out of 5 stars There is only one book., Feb 2 2011
By 
KIYOUNG MOON "ProgC" (Canada) - See all my reviews
(REAL NAME)   
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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