- Hardcover: 532 pages
- Publisher: A K Peters/CRC Press; 1 edition (February 14, 2011)
- Language: English
- ISBN-10: 1568814372
- ISBN-13: 978-1568814377
- Product Dimensions: 7.6 x 1.1 x 9.3 inches
- Shipping Weight: 2.8 pounds (View shipping rates and policies)
- Average Customer Review: 3 customer reviews
- Amazon Best Sellers Rank: #1,662,682 in Books (See Top 100 in Books)
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Game Engine Gems 2 1st Edition
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About the Author
Eric Lengyel is a veteran of the computer games industry with over 16 years of experience writing game engines. He has a PhD in Computer Science from the University of California at Davis and an MS in Mathematics from Virginia Tech. Eric is the founder of Terathon Software, where he currently leads ongoing development of the C4 Engine.
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While some of the topics were a bit over my head, I did find most of the book to be digestible and relevant. The text would be most apt for people developing their own engines, especially in C++. A few of the early chapters could likely be applied to commercial engines (for example, the sections on volumetric clouds or night-vision shaders) but the the vast majority of the book is focused on more lower-level engine work. I liked that stereoscopic 3d was covered in a few chapters, and the depth was greater than in the first book. The chapters on multi-threading were also very helpful, even though this is admittedly a confusing area for me (I bet I’m not alone). And the section for bit hacks was pretty interesting, which showed some tricks like how to test the sign of a number without branching. Overall, I think this is an awesome book and feel it was somehow overlooked. I would recommend this to any engine developer. Also bought the 3rd book in the series, and I’m looking forward to see how that stacks up.
Even if you've been in the business for many years, you may have ended up seeing one, two, or if you're lucky, three different game engines from the inside.
However, this book ties together various nuggets from literally dozens of different game engines, written by the engineers who worked on those engines.
Some gems will not work well with your current game, others may be just what you need -- however, the real value comes from the education and the illumination of different approaches to solving common problems in game development.
Reading a book like this is an invaluable way to grow as a game engine programmer.
Disclaimer: I wrote one of the gems, so if you buy this book, I will earn about three cents. That's not why I think you should buy this book -- I think you should buy this book because it will truly expand your game development horizons! That's also why I contributed in the first place, and I think Eric has done a great job of editing and putting it all together.