- Hardcover: 1052 pages
- Publisher: A K Peters/CRC Press; 2 edition (August 15, 2014)
- Language: English
- ISBN-10: 1466560010
- ISBN-13: 978-1466560017
- Product Dimensions: 2.2 x 8 x 9.8 inches
- Shipping Weight: 4.3 pounds (View shipping rates and policies)
- Average Customer Review: 58 customer reviews
- Amazon Best Sellers Rank: #62,735 in Books (See Top 100 in Books)
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Game Engine Architecture, Second Edition 2nd Edition
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"… this book is the best of its kind, and you’re lucky to have found it. It covers the huge field of game engine architecture in a succinct, clear way, and expertly balances the breadth and depth of its coverage, offering enough detail that even a beginner can easily understand the concepts it presents. The author, Jason Gregory, is not only a world expert in his field; he’s a working programmer with production-quality knowledge and many shipped game projects under his belt. … Jason is also an experienced educator who has taught in the top-ranked university game program in North America. … the many detailed code samples and implementation examples in this book will help you understand just how the pieces come together in a great game. By helping you in this way, Jason’s book might just empower you to outstrip even the most audacious dreams of history’s best game designers and developers."
―From the Foreword by Richard Lemarchand
Praise for the First Edition:
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
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Top customer reviews
As a mid-career software architect who enjoys gaming, I found this book fascinating and engaging at a professional level. I don't work in the gaming industry, but the concepts in here are easily applicable to other areas, and it's neat to read about domain specific problems that need to be solved. It's really a gem of a book.
Jason has put an enormous effort into explaining things that few will tell you about.
This book is a gem, because from my point of view (mainly as a .NET developer), it contains the bases that any respectable programmer must know. It explains you about memory, it gives you the programming/engineering experience accumulated over the years that is far more precious than the money you pay for the book. It explains you concepts that must be explained before anyone letting you write your first piece of code. Don't fool yourself thinking that this is only about game architecture. This book is about any architecture, about best practices, about the idea how to truly know how to program.
My favorite statement from this book is the one that says something like this: Before you develop something, you must know the underlying hardware.
Thank you Jason for sharing all this experience!
P.S. I've started to read a lot of books, but this one is one of the bests in keeping you reading and making you want more.
I would characterize this book as a survey just because its scope is so large, but even with that, it has plenty of conceptual, algorithmic and mathematical meat. I've used the book (and particularly Figure 1.15) as a way to establish a high-level architecture for my game, and then I drill into specific chapters targeting specific modules as needed.
One gap is that by the author's own admission, the book doesn't really treat AI at all (just a single page), so if you're looking for that, you'll need to look elsewhere.
If you read the title and think this is a book that will lead you thru building a game engine, it's not really like that. If you don't know what you need to know, then this book is the best all-in-one for planning/understanding.