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Game Engine Architecture

Game Engine Architecture Cover


Synopses & Reviews

Publisher Comments:

This book provides readers with an in-depth exploration of 3D game engine architecture. It covers state-of-the-art software architecture principles in the context of game engine design, investigates the subsystems typically found in a real production game engine, surveys engine architectures from actual shipping games, and explores how the differences between game genres can affect engine design. Topics covered include large-scale C++ software architecture in a games context; engine subsystems including rendering, audio, collision, physics and game world models; multi-player engines; tools pipelines for modern games.

Book News Annotation:

Intended as the text for a college level series in game programming, this overview of the entire process of game-development can also be used by amateur software engineers, hobbyists, self-taught game programmers, and professionals in the game industry. It covers fundamentals of video game architecture, theory, and practice, focusing on both the theory underlying the various subsystems that comprise a commercial game engine, as well as the data structures, algorithms, and software interfaces that are typically used to implement them. The concepts and techniques described are the actual ones used by real game studios, with code samples and implementation examples to show how the pieces come together to make a game. While the examples are often grounded in a specific technology, they extend beyond any particular engine or API. Material is in sections on foundations, low-level engine systems, graphics and motion, and the gameplay foundation layer, which includes the game's object model, world editor, event system, and scripting system. B&w screenshots and illustrations are included. The text can be used in a two- or three-course college series in intermediate game programming. The book does not provide exercises, but sample code and project ideas can be found on a companion web site. Readers should have a working knowledge of basic object-oriented programming concepts and some experience programming in C++. Gregory is a working programmer who teaches courses in game technology in the Information Technology Program at the University of Southern California. Annotation ©2009 Book News, Inc., Portland, OR (

Product Details

AK Peters
GAMES / Video & Electronic
Lander, Jeff (FRW)
Whiting, Matthew (FRW)
Gregory, Jason
Computers : Programming - Games
Computers : Interactive & Multimedia
Computer games
Computer architecture
Software Engineering-Game Design
Publication Date:

Related Subjects

Computers and Internet » Computers Reference » General
Computers and Internet » Software Engineering » Game Design
Hobbies, Crafts, and Leisure » Games » Video Games

Game Engine Architecture
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Product details pages AK Peters - English 9781568814131 Reviews:
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