You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.
About the Author
Robert Nystrom has been a professional game programmer for Electronic Arts for eight years. During that time he has shipped Madden (on just about every platform), Superman: The Videogame, Henry Hatsworth in The Puzzling Adventure, and worked on a variety of other projects and technology.
Robert has solid software experience outside of the game industry. His non-gaming development experience gives him a foot in both worlds, giving him an uncommon perspective from which to transfer knowledge and practices to and from the world of game programming.
Not only is Robert a developer, but he is a writer too. He loves writing. He brings a keen interest in clear communication and a talent for bringing the abstract down to Earth using analogies and metaphor.