ABSTRACT

In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated.

New to the Third Edition

This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of:

  • computer and CPU hardware and memory caches,
  • compiler optimizations,
  • C++ language standardization,
  • the IEEE-754 floating-point representation,
  • 2D user interfaces,
  • plus an entirely new chapter on hardware parallelism and concurrent programming.

This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.

 

Key Features

  • Covers both the theory and practice of game engine software development
  • Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API.
  • Includes all mathematical background needed.
  • Comprehensive text for beginners and also has content for senior engineers.

part I|2 pages

Foundations

chapter 1|66 pages

Introduction

chapter 2|36 pages

Tools of the Trade

chapter 4|156 pages

Parallelism and Concurrent Programming

chapter 5|56 pages

3D Math for Games

part II|2 pages

Low-Level Engine Systems

chapter 6|64 pages

Engine Support Systems

chapter 7|44 pages

Resources and the File System

chapter 8|34 pages

The Game Loop and Real-Time Simulation

chapter 9|30 pages

Human Interface Devices

chapter 10|30 pages

Tools for Debugging and Development

part III|2 pages

Graphics, Motion and Sound

chapter 11|100 pages

The Rendering Engine

chapter 12|96 pages

Animation Systems

chapter 13|94 pages

Collision and Rigid Body Dynamics

chapter 14|102 pages

Audio

part IV|2 pages

Gameplay

chapter 15|24 pages

Introduction to Gameplay Systems

chapter 16|120 pages

Runtime Gameplay Foundation Systems

part V|2 pages

Conclusion

chapter 17|6 pages

You Mean There’s More?