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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, www.realtimerendering.com/blog/, 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.
―Gamasutra.com, 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
Covers many material not seen in another books (Event handling chapter solely pays the price). The only drawback to this awesome work is that math 3D chapters could have been... Read morePublished 21 months ago by Kindle Customer
I bought this book in 2009 for a college course taught by Mr. Gregory himself, and it has been my go-to source for game programming fundamentals ever since. Read morePublished on November 2, 2013 by Clark Kromenaker Jr
The book centers around discussing much of what isn't covered in books that are focused on writing a particular game engine in C++. Read morePublished on October 16, 2013 by A. Consumer
It had just the content I needed, and I liked the author who wrote it because he has experience in game development.Published on October 11, 2013 by paul
I've read this book, but it has no information about implementing the Game Engine. Only bla-bla-bla, like computer games magazine.Published on June 19, 2013 by obask
This book was a surprisingly good coverage of the topic. Topics covered in depth include rendering, tools, animation, collisions and physics. Read morePublished on May 13, 2013 by Col
As I am a newbie developer at a game-studio, I have been finding well-written books for reviewing general topics on game industry.
This is the one. Read more