- Hardcover: 864 pages
- Publisher: A K Peters/CRC Press; 1 edition (June 15, 2009)
- Language: English
- ISBN-10: 9781568814131
- ISBN-13: 978-1568814131
- ASIN: 1568814135
- Product Dimensions: 7.5 x 1.8 x 9.2 inches
- Shipping Weight: 3.6 pounds
- Average Customer Review: 110 customer reviews
- Amazon Best Sellers Rank: #320,391 in Books (See Top 100 in Books)
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Game Engine Architecture 1st Edition
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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
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.
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.
While it doesn't show me step by step as a neophyte C++ developer, I am still happy with my purchase.
1.This book includes all the aspects of Game Engineering-- math, version control, resource management, tool chain, game loop, game play, physics, animation pipeline, etc. You will have the whole picture of game development. Either you are a student in school or already a programmer in the field, you will always learning something or deepen the understanding of your knowledge
2.A lot of simple yet meaningful examples, that helps you understand the idea behind a particular design.
3. I like the way that the author always compares different engines when it comes to a specific topic, Ogre, Unreal Engine, Quake, uncharted engine, and talk about the good side and downside about them.
4. a lot of industry solution idea, not fully provided but gives you an idea of how industry people think and solve problems.
Read it, you won't be regretted for sure..