- Hardcover: 864 pages
- Publisher: A K Peters; 1 edition (July 10, 2009)
- Language: English
- ISBN-10: 1568814135
- ISBN-13: 978-1568814131
- Product Dimensions: 7.5 x 1.8 x 9.2 inches
- Shipping Weight: 3.6 pounds
- Average Customer Review: 107 customer reviews
- Amazon Best Sellers Rank: #778,205 in Books (See Top 100 in Books)
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Game Engine Architecture 1st Edition
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It looks like most of the critical areas and concepts are touched on. You won t become an expert in any one area from this volume, but 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. --Real-Time Rendering Blog
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. --The Midwest Book Review
About the Author
Jason Gregory has worked as a software engineer in the games industry since March 1999 and as a professional software engineer since 1994. He got his start in game programming at Midway Home Entertainment in San Diego. He also wrote the Playstation 2/Xbox animation system for Freaky Flyers and Crank the Weasel. In 2003, Jason moved to Electronic Arts Los Angeles, where he worked on engine and game play technology for Medal of Honor: Pacific Assault and served as a lead engineer on the Medal of Honor: Airborne project. Jason is currently a Lead Programmer at Naughty Dog Inc., where he is currently working on The Last of Us. He also developed engine and gameplay software for Uncharted: Drake's Fortune, Uncharted 2: Among Thieves and Uncharted 3: Drake's Deception, and has taught courses in game technology at the University of Southern California.
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Think of this as a jumping off point, after you read this you will be qualified to read and understand how most any game is setup, but not quite ready to write a game from scratch. But that is huge, it is often so hard to get the basics when you are going into a new field. Most books are written for users in the field who know the basics, or are written for people that can only dream of working in the field and have no depth at all.
I would highly recommend this book to anyone who has less than 5 years experience in the game industry. I picked it up myself for the chapter on positional audio but it was so well written I have been reading it straight through, and enjoying every moment of it.
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.
While it doesn't show me step by step as a neophyte C++ developer, I am still happy with my purchase.
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.