Game Engine Architecture 2nd Edition

4.6 out of 5 stars 144 ratings
ISBN-13: 978-1466560017
ISBN-10: 1466560010
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Editorial Reviews

Review

"… 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

Product details

  • Publisher ‏ : ‎ A K Peters/CRC Press; 2nd edition (August 15, 2014)
  • Language ‏ : ‎ English
  • Hardcover ‏ : ‎ 1052 pages
  • ISBN-10 ‏ : ‎ 1466560010
  • ISBN-13 ‏ : ‎ 978-1466560017
  • Item Weight ‏ : ‎ 3.9 pounds
  • Dimensions ‏ : ‎ 8 x 2.25 x 9.75 inches
  • Customer Reviews:
    4.6 out of 5 stars 144 ratings

About the author

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Jason Gregory has worked as a professional software engineer since 1994. He got his start in game programming in 1999 at Midway Home Entertainment in San Diego, where he wrote tools and engine code, including the Playstation 2/Xbox animation system for "Freaky Flyers," "Hydro Thunder 2" and "Crank the Weasel." In 2003, Jason moved to Electronic Arts Los Angeles, where he worked on engine and gameplay technology for "Medal of Honor: Pacific Assault" and served as a lead engineer during the early phases of the "Medal of Honor: Airborne" project. Jason is currently a lead programmer at Naughty Dog Inc., where he most recently completed work on "Uncharted: The Lost Legacy" for PlayStation 4. He and his teammates are now hard at work on "The Last of Us Part II" (PS4). Jason also developed engine, tools and gameplay technology for Naughty Dog's "Uncharted: Drake's Fortune" (PS3), "Uncharted 2: Among Thieves" (PS3), "Uncharted 3: Drake's Deception" (PS3), "The Last of Us" (PS3), "The Last of Us Remastered" (PS4), "Uncharted 4: A Thief's End" (PS4), and has developed and taught courses in game technology at the University of Southern California.


Customer reviews

4.6 out of 5 stars
4.6 out of 5
144 global ratings

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Top reviews from other countries

MR B.
5.0 out of 5 stars This book is unbelievably good! I am a professional software developer of 15 ...
Reviewed in the United Kingdom 🇬🇧 on September 8, 2016
3 people found this helpful
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Mr. G. Reeds
4.0 out of 5 stars Large book well worth reading
Reviewed in the United Kingdom 🇬🇧 on May 18, 2015
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Filipe
4.0 out of 5 stars Very good for teaching and engine/tool developer
Reviewed in the United Kingdom 🇬🇧 on May 29, 2018
Joanne
4.0 out of 5 stars The diagram showing the architecture of a game engine has ...
Reviewed in the United Kingdom 🇬🇧 on December 11, 2017
Imanuel Greenfeld
4.0 out of 5 stars Four Stars
Reviewed in the United Kingdom 🇬🇧 on June 20, 2016
2 people found this helpful
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