CDN$ 90.41
In Stock.
Ships from and sold by Amazon.ca. Gift-wrap available.
Quantity:1
Game Engine Architecture,... has been added to your Cart
Have one to sell?
Flip to back Flip to front
Listen Playing... Paused   You're listening to a sample of the Audible audio edition.
Learn more
See all 3 images

Game Engine Architecture, Second Edition Hardcover – Aug 15 2014

4.2 out of 5 stars 5 customer reviews

See all 3 formats and editions Hide other formats and editions
Amazon Price
New from Used from
Kindle Edition
"Please retry"
Hardcover
"Please retry"
CDN$ 90.41
CDN$ 82.22 CDN$ 79.98

Harry Potter and the Cursed Child
click to open popover

Special Offers and Product Promotions

  • You'll save an extra 5% on Books purchased from Amazon.ca, now through July 29th. No code necessary, discount applied at checkout. Here's how (restrictions apply)

Frequently Bought Together

  • Game Engine Architecture, Second Edition
  • +
  • Game Coding Complete, Fourth Edition
Total price: CDN$ 140.02
Buy the selected items together

No Kindle device required. Download one of the Free Kindle apps to start reading Kindle books on your smartphone, tablet, and computer.
Getting the download link through email is temporarily not available. Please check back later.

  • Apple
  • Android
  • Windows Phone
  • Android

To get the free app, enter your mobile phone number.



Product Details

  • Hardcover: 1052 pages
  • Publisher: A K Peters/CRC Press; 2 edition (Aug. 15 2014)
  • Language: English
  • ISBN-10: 1466560010
  • ISBN-13: 978-1466560017
  • Product Dimensions: 5.7 x 20.3 x 24.8 cm
  • Shipping Weight: 2 Kg
  • Average Customer Review: 4.2 out of 5 stars 5 customer reviews
  • Amazon Bestsellers Rank: #45,333 in Books (See Top 100 in Books)
  •  Would you like to update product info, give feedback on images, or tell us about a lower price?

  • See Complete Table of Contents

Product Description

Review

"… this book is the best of its kind, and you’re lucky to have found it. It covers the huge field of game engine architecture in a succinct, clear way, and expertly balances the breadth and depth of its coverage, offering enough detail that even a beginner can easily understand the concepts it presents. The author, Jason Gregory, is not only a world expert in his field; he’s a working programmer with production-quality knowledge and many shipped game projects under his belt. … Jason is also an experienced educator who has taught in the top-ranked university game program in North America. … the many detailed code samples and implementation examples in this book will help you understand just how the pieces come together in a great game. By helping you in this way, Jason’s book might just empower you to outstrip even the most audacious dreams of history’s best game designers and developers."
―From the Foreword by Richard Lemarchand

Praise for the First Edition:
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

About the Author

Jason Gregory is a teacher and international speaker specializing in the fields of Eastern and Western philosophy, comparative religion, metaphysics, and ancient cultures. For several years he studied with masters in Buddhism, Gnosticism, Hermeticism, Hinduism, and Taoism, traveling to some of the most remote places in the world. The filmmaker of the documentary "The Sacred Sound of Creation", he divides his time between Asia and Australia.


What Other Items Do Customers Buy After Viewing This Item?

Customer Reviews

4.2 out of 5 stars
Share your thoughts with other customers

Top Customer Reviews

Format: Kindle Edition Verified Purchase
The book presents all the topic related to the architecture of a game engine, but spends more time explaining the math rather then how to implement and engine, all the information in this book could be easily found just by spending some time on google
Was this review helpful to you? Yes No Sending feedback...
Thank you for your feedback.
Sorry, we failed to record your vote. Please try again.
Report abuse
Format: Hardcover Verified Purchase
This book is fantastic. I was looking for a book that would get into a fair amount of detail about video game engines and how they work. This is exactly that. It is not a hand-holding 'copy/paste' book that does all of the work for you; it is a door opening textbook that provides excellent explanations of all topics. The quick mathematical primer involving vectors and matrices was well written and understandable (I had previously learned about them but never used them ever since). The book layout was well designed: Four parts starting with the foundations of various aspects of video games. Engine design, programming fundamentals (C++), tools, and 3D math are mentioned in this part.The second part deals with low-level engine systems. Memory/sub-system/resource management, game loop, and debugging tools are talked about. The third part talks about the graphics, motion and sound. Animation, collision detection, and audio are talked about here. The final part deals with gameplay. It dwelves into game world editors, component-based gameplay, world loading and streaming, events & message-passing, and scripting.

From the bottom to the top, this book provides excellent detail and a nice personal touch from the author, Jason Gregory. Excellent book!
Was this review helpful to you? Yes No Sending feedback...
Thank you for your feedback.
Sorry, we failed to record your vote. Please try again.
Report abuse
Format: Kindle Edition Verified Purchase
Excellent.
Was this review helpful to you? Yes No Sending feedback...
Thank you for your feedback.
Sorry, we failed to record your vote. Please try again.
Report abuse
Format: Kindle Edition Verified Purchase
Amazing.
Was this review helpful to you? Yes No Sending feedback...
Thank you for your feedback.
Sorry, we failed to record your vote. Please try again.
Report abuse
Format: Hardcover Verified Purchase
very informative information! recommended to those with some c++ experiece
Was this review helpful to you? Yes No Sending feedback...
Thank you for your feedback.
Sorry, we failed to record your vote. Please try again.
Report abuse


Feedback