Ebook: Game engine architecture
Author: Gregory Jason
- Tags: Computer games--Design, Computer games--Programming--Computer programs, Software architecture, Electronic books, Computer games -- Programming -- Computer programs, Computer games -- Design
- Year: 2019
- Publisher: CRC Press
- City: Boca Raton
- Edition: Third edition
- Language: English
- pdf
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. ...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.;Cover; Half Title; Title Page; Copyright Page; Dedication; Table of Contents; Preface; I Foundations; 1 Introduction; 1.1 Structure of a Typical Game Team; 1.2 What Is a Game?; 1.3 What Is a Game Engine?; 1.4 Engine Differences across Genres; 1.5 Game Engine Survey; 1.6 Runtime Engine Architecture; 1.7 Tools and the Asset Pipeline; 2 Tools of the Trade; 2.1 Version Control; 2.2 Compilers, Linkers and IDEs; 2.3 Profiling Tools; 2.4 Memory Leak and Corruption Detection; 2.5 Other Tools; 3 Fundamentals of Software Engineering for Games; 3.1 C++ Review and Best Practices.
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