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Game Engine Architecture Hardcover – Jun 15 2009

4.9 out of 5 stars 7 customer reviews

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Product Details

  • Hardcover: 864 pages
  • Publisher: A K Peters/CRC Press; unknown edition (June 15 2009)
  • Language: English
  • ISBN-10: 1568814135
  • ISBN-13: 978-1568814131
  • Product Dimensions: 23.6 x 19.6 x 4.3 cm
  • Shipping Weight: 1.6 Kg
  • Average Customer Review: 4.9 out of 5 stars 7 customer reviews
  • Amazon Bestsellers Rank: #146,073 in Books (See Top 100 in Books)
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Product Description


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,, 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.
―, 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 has worked as a software engineer in the games industry since March 1999, and as a professional software engineer since 1994. He got his start in game programming at Midway Home Entertainment, where he worked on tools, engine technology and game play code for Hydro Thunder 2 (arcade). He also wrote the Playstation 2/Xbox animation system for Freaky Flyers and Crank the Weasel. In 2003, Jason moved to Electronic Arts Los Angeles, where he worked on engine and game play technology for Medal of Honor: Pacific Assault. Jason is currently a Generalist Programmer at Naughty Dog Inc., working on Uncharted: Drake's Fortune. Jason also teaches courses in game technology at the University of Southern California.

Customer Reviews

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Top Customer Reviews

Format: 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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Format: Hardcover Verified Purchase
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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Format: Hardcover Verified Purchase
This is the book every game programmer should read. It starts small with a look at all the layers that go into a game engine, then with great care it outlines each one until you walk away with an understanding of almost every element that composes a game's core systems. As a programmer or architect, it's all too easy to get lost in the impossibly huge scale of game development - the immense scope of it all is daunting and sometimes you can feel completely lost. Jason walks you through each step with care, and even gives a couple examples from enormous works like Uncharted. Occasionally it can get a bit complicated, but he doesn't misstep and throw you into the deep end unassisted. Each section is carefully written to speak to you with english and comes with many illustrations.

While each section doesn't go into enormous detail, it's enough to springboard from. In some cases you'll have enough to just go off and do it yourself. In others, you will feel inspired to research further. In these cases, references to other books and web resources are provided. Excellent!

Having worked on some commercial projects before, I can say with confidence that this book helped me get up to speed with understanding the overall architecture of what needed to be built even in a large system. So it wasn't surprising when I found the book popping up on co-workers' desks. Definitely required reading for any developer. Can't recommend enough.
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Format: Hardcover
This book does a great job at covering most of the components that are part of a professionnal game engine.

Not only does it covers the general, high-level view, it also manages to descend at a lower-level view and explains some different implementation approches. It explains the ups and downs of those different approches with some examples, without entering into too much details. (It would be impossible to fit all the low-level details of each game engine components into one book, unless the book would be thousands pages long and more.)

This book is a great place to start to have an overview and to have some ideas about the challenges encountered by game engine components. You get a big picture idea that can give you an idea about how all the components are interconnected. The book is full of references, so you can focus on your interests and fulfill your knowledge from there by reading other papers related to the topics you like. That way you can than understand lower-level details and techniques.
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