Book description
In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated.
New to the Third Edition
This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of:
- computer and CPU hardware and memory caches,
- compiler optimizations,
- C++ language standardization,
- the IEEE-754 floating-point representation,
- 2D user interfaces,
- plus an entirely new chapter on hardware parallelism and concurrent programming.
This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.
Key Features
- Covers both the theory and practice of game engine software development
- Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API.
- Includes all mathematical background needed.
- Comprehensive text for beginners and also has content for senior engineers.
Table of contents
- Cover
- Half Title
- Title Page
- Copyright Page
- Dedication
- Table of Contents
- Preface
-
I Foundations
- 1 Introduction
- 2 Tools of the Trade
- 3 Fundamentals of Software Engineering for Games
-
4 Parallelism and Concurrent Programming
- 4.1 Defining Concurrency and Parallelism
- 4.2 Implicit Parallelism
- 4.3 Explicit Parallelism
- 4.4 Operating System Fundamentals
- 4.5 Introduction to Concurrent Programming
- 4.6 Thread Synchronization Primitives
- 4.7 Problems with Lock-Based Concurrency
- 4.8 Some Rules of Thumb for Concurrency
- 4.9 Lock-Free Concurrency
- 4.10 SIMD/Vector Processing
- 4.11 Introduction to GPGPU Programming
- 5 3D Math for Games
- II Low-Level Engine Systems
- III Graphics, Motion and Sound
-
IV Gameplay
- 15 Introduction to Gameplay Systems
-
16 Runtime Gameplay Foundation Systems
- 16.1 Components of the Gameplay Foundation System
- 16.2 Runtime Object Model Architectures
- 16.3 World Chunk Data Formats
- 16.4 Loading and Streaming Game Worlds
- 16.5 Object References and World Queries
- 16.6 Updating Game Objects in Real Time
- 16.7 Applying Concurrency to Game Object Updates
- 16.8 Events and Message-Passing
- 16.9 Scripting
- 16.10 High-Level Game Flow
- V Conclusion
- Bibliography
- Index
Product information
- Title: Game Engine Architecture, Third Edition, 3rd Edition
- Author(s):
- Release date: July 2018
- Publisher(s): A K Peters/CRC Press
- ISBN: 9781351974271
You might also like
book
Game Engine Architecture, 2nd Edition
Hailed as a "must-have textbook" ( CHOICE, January 2010), the first edition of Game Engine Architecture …
book
Game Programming in C++: Creating 3D Games, First Edition
You can program games in many languages, but C++ remains the key language used by many …
book
Real-Time Rendering, Fourth Edition, 4th Edition
Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in …
book
AI for Games, Third Edition, 3rd Edition
Artificial Intelligence is an integral part of every video game. This book helps propfessionals keep up …