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Game Engine Architecture 1st Edition

4.5 4.5 out of 5 stars 80 ratings

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Editorial Reviews

Review

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.

Product details

  • ASIN ‏ : ‎ 1568814135
  • Publisher ‏ : ‎ A K Peters/CRC Press; 1st edition (June 15, 2009)
  • Language ‏ : ‎ English
  • Hardcover ‏ : ‎ 864 pages
  • ISBN-10 ‏ : ‎ 9781568814131
  • ISBN-13 ‏ : ‎ 978-1568814131
  • Item Weight ‏ : ‎ 3.65 pounds
  • Dimensions ‏ : ‎ 7.5 x 1.75 x 9.25 inches
  • Customer Reviews:
    4.5 4.5 out of 5 stars 80 ratings

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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

4.5 out of 5 stars
4.5 out of 5
80 global ratings

Top reviews from the United States

Reviewed in the United States on August 24, 2009
47 people found this helpful
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Reviewed in the United States on May 28, 2010
2 people found this helpful
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Reviewed in the United States on August 11, 2011
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Top reviews from other countries

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Karl-heinz Reng
4.0 out of 5 stars Gutes Buch aber...
Reviewed in Germany on July 2, 2011
9 people found this helpful
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Ricardo M. García
5.0 out of 5 stars El mejor libro para tener una visión global sobre un game engine
Reviewed in Spain on September 28, 2011
8 people found this helpful
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generaltao
5.0 out of 5 stars The Best Game Development Book
Reviewed in Canada on July 26, 2012
One person found this helpful
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KIYOUNG MOON
4.0 out of 5 stars There is only one book.
Reviewed in Canada on February 3, 2011
4 people found this helpful
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Jan-Philip Loos
5.0 out of 5 stars Cover ist Inhalt
Reviewed in Germany on May 8, 2013
One person found this helpful
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