ABSTRACT

This book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion exten

part 1|2 pages

Part I. Foundations

chapter 1|54 pages

Introduction

chapter 2|34 pages

Tools of the Trade

chapter 4|58 pages

3D Math for Games

part 2|2 pages

Part II. Low-Level Engine Systems

chapter 5|64 pages

Engine Support Systems

chapter 6|42 pages

Resources and the File System

chapter 7|36 pages

The Game Loop and Real-Time Simulation

chapter 8|28 pages

Human Interface Devices (HID)

chapter 9|30 pages

Tools for Debugging and Development

part 3|2 pages

Part III. Graphics and Motion

chapter 10|92 pages

The Rendering Engine

chapter 11|104 pages

Animation Systems

chapter 12|94 pages

Collision and Rigid Body Dynamics

chapter 13|22 pages

Introduction to Gameplay Systems

chapter 14|110 pages

Runtime Gameplay Foundation Systems

chapter 15|6 pages

You Mean There’s More?