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
TABLE OF CONTENTS
part 1|2 pages
Part I. Foundations
part 2|2 pages
Part II. Low-Level Engine Systems
part 3|2 pages
Part III. Graphics and Motion