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Game Engine Architecture 2nd Edition
Purchase options and add-ons
Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match todays landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine.
New to the Second Edition
- Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4
- New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine
- Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing
- Insight into the making of Naughty Dogs latest hit, The Last of Us
The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the games object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI.
An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.
- ISBN-101466560010
- ISBN-13978-1466560017
- Edition2nd
- PublisherA K Peters Ltd
- Publication dateJanuary 1, 2014
- LanguageEnglish
- Dimensions8 x 2.25 x 9.75 inches
- Print length1014 pages
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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 Ltd; 2nd edition (January 1, 2014)
- Language : English
- Hardcover : 1014 pages
- ISBN-10 : 1466560010
- ISBN-13 : 978-1466560017
- Item Weight : 3.9 pounds
- Dimensions : 8 x 2.25 x 9.75 inches
- Best Sellers Rank: #844,686 in Books (See Top 100 in Books)
- #97 in Computer Graphics
- #568 in Game Programming
- Customer Reviews:
About the author

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.
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Learn more how customers reviews work on AmazonCustomers say
Customers find the book provides an informative and thorough overview of game engine architecture. It provides a high-level understanding of the subject with useful examples. Readers praise the well-written, clear writing style that feels like no words are wasted.
AI-generated from the text of customer reviews
Customers find the book informative and thorough, covering various topics with useful examples. They appreciate the detailed coverage of concepts, algorithms, and mathematical ideas. The style is concise and detailed, providing good pointers for further learning. Overall, customers find the book a great resource that provides an excellent overview of the subject matter.
"...this book is absolutely phenomenal and the way it is organized makes it very understandable...." Read more
"...just because its scope is so large, but even with that, it has plenty of conceptual, algorithmic and mathematical meat...." Read more
"...Jason's writing style is crisp, concise, and detailed, and I was able to work my way through this book pretty quickly despite the 1,000+ pages of..." Read more
"...mid-career software architect who enjoys gaming, I found this book fascinating and engaging at a professional level...." Read more
Customers find the book provides a high-level understanding of game engine architecture. It provides a detailed introduction to game animation systems. They say it pairs well with game programming patterns and is perfect for new game developers. The book has plenty of conceptual, algorithmic, and mathematical content, as well as direct implementation instructions.
"...What I like about this book is it has a detailed introduction to game animation system which other books couldn't give...." Read more
"...large, but even with that, it has plenty of conceptual, algorithmic and mathematical meat...." Read more
"Excellent book. It's kind of a gateway book into software architecture...." Read more
"...It's the best game programming book I've read." Read more
Customers appreciate the writing style. They find it well-written and clear, with no wasted words.
"...The crazy part of this book is that it feels like no words are wasted...." Read more
"...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." Read more
"...Jason's writing style is crisp, concise, and detailed, and I was able to work my way through this book pretty quickly despite the 1,000+ pages of..." Read more
"...nearly all of the question I've been having are not only known, but clear. On top of that I now have a well drawn out path...." Read more
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Top reviews from the United States
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- Reviewed in the United States on June 14, 2020I bought this book because I was trying to look for information on Game Engine Development so I can build my own game engine. Upon reading the first chapter, I was really locked into reading the book and definitely felt the need to take notes on almost every single page. The way the author explains things in this book is absolutely phenomenal and the way it is organized makes it very understandable. It is by no means an easy read but it is definitely informative. On top of this, in Chapter 3 the author goes over programming best practices and where you can get more information on making very performant code. He includes diagrams that depict what he is trying to explain very well. The format in which he teaches is introducing a problem, then explaining what some people have come up with as solutions, and then explaining what solution to the problem he thinks is best. He gets very low level and even gets to explaining how to avoid cache misses. Explains the why as to cache being faster than memory. I can go on all day long. The crazy part of this book is that it feels like no words are wasted. Through over 1000 pages of text, every bit of information he provides feels as though it has importance. Just getting into the 4th Chapter right now but so far this book is great! Will update when I am finished with the book.
- Reviewed in the United States on September 25, 2017Wow! This is the best technical book I have read this year. I have been a C++ developer for almost 20 years and have been working in the game industry for the last 8 years. I wish I had found this book 8 years ago, it would have gotten me up to speed much quicker. This is not a how to guide and it is also not a deep academic dive into the low levels of game engine architecture. Instead it fits into its own category, it is really a book designed to get experienced programmers into the game industry. It covers almost everything you will encounter in just enough detail to get you up to speed.
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.
- Reviewed in the United States on January 16, 2015As some previous reviews written, this is a solid book on game engine architecture. What I like about this book is it has a detailed introduction to game animation system which other books couldn't give. However, compared to Game Coding Complete series, this book didn't give the source code of a complete game engine, which I think is essential to learn game programming. You seem to know a lot of things about game programming after reading this book, but there is no way you can put it together without previous game engine experience. I don't suggest this book to people who want to start from scratch to build a game engine, but who want to improve their existing game engine. I hope this book can go more detailed on the gameplay part.
- Reviewed in the United States on January 1, 2016The book describes industry-standard approaches to organizing a game's modules in a way that supports functional isolation, and also separates the game-independent core (or engine) from game-specific content and code. It also describes alternatives where they exist, such as the decision between a single centralized resource module vs. distributing resource-specific loaders across their associated modules.
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.
- Reviewed in the United States on February 3, 2015I am not a game developer, however I want to become one, but this book is clearly not only about that.
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.
- Reviewed in the United States on March 8, 2017This book sets the bar high, not only for books regarding game engine architecture, but for advanced general computing topics as well. Jason's writing style is crisp, concise, and detailed, and I was able to work my way through this book pretty quickly despite the 1,000+ pages of advanced material (try pacing yourself at 25 or so pages per day, and you'll be done before you know it.) . The fact that Jason works for Naughty Dog, a game studio that makes some of the most compelling, next-generation video games around, lends credence to Jason's skills.
- Reviewed in the United States on December 26, 2022Use as a reference for the subjects covered. There are better books available.
Top reviews from other countries
Chris BaekReviewed in Canada on January 29, 20245.0 out of 5 stars Mint condition
I got the book very fast and the book was kept in mint condition. Very satisfied with speed and quality
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MisaelReviewed in Mexico on August 11, 20185.0 out of 5 stars Un libro genial!!
El libro realmente te da una visión bastante buena de los servicios que puede tener un motor de juego, y el como poder armarlo, cuando lo termines de leer tendrás, creo, libertad de poder escribir un simple motor con servicios básicos de la manera que más sea apropiada para tú jueguito.
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Heugue BlandineReviewed in France on January 20, 20195.0 out of 5 stars Livre game engine architecture 2e édition
Beaucoup de redites par rapport au tome 1 quelques améliorations et précisions. Conseillé de ne prendre que le 2e
bharathReviewed in India on May 5, 20195.0 out of 5 stars Satisfied
Very good book
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RostislavReviewed in Germany on November 27, 20175.0 out of 5 stars One of the best Books about Game Engines in general.
This book is one of the most well-written books in Computer Science generally.
Although you should have some good understanding of programming in general, low-level hardware
concepts, operating systems and of course some mathematics, like linear algebra, trigonometry, and
geometry in general, it's must to have book for someone who wants to start in the game programming
field. It covers almost every topic that surrounds modern game engine, although it
cannot cover everything in depth, it contains one of the best explanations for topics like
Animations, Memory allocations and low-level systems in general. Must have book for every game
developer. A book that you cannot get a bored while reading.





