Game Engine Architecture, Second Edition

ISBN-10: 1466560010

ISBN-13: 9781466560017

Edition: 2nd 2014 (Revised)

Authors: Jason Gregory
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Description: A 2010 CHOICE outstanding academic title, this updated book covers the theory and practice of game engine software development. It explains practical concepts and techniques used by real game studios, such as Electronic Arts and Naughty Dog. Suitable for both beginners and seasoned engineers, the text includes all the required mathematical background. Examples are grounded in specific technologies, but the discussions extend beyond any particular engine or API. This edition adds new material, including a chapter on audio.

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Book details

List price: $56.99
Edition: 2nd
Copyright year: 2014
Publisher: A K Peters, Limited
Publication date: 8/15/2014
Binding: Hardcover
Pages: 1052
Size: 8.00" wide x 9.75" long x 2.25" tall
Weight: 3.014
Language: English

Jason Gregory has worked as a software engineer in the games industry since March 1999, and as a professional software engineer since 1994. He got his start in game programming at Midway Home Entertainment, where he worked on tools, engine technology and game play code for Hydro Thunder 2 (arcade). He also wrote the Playstation 2/Xbox animation system for Freaky Flyers and Crank the Weasel. In 2003, Jason moved to Electronic Arts Los Angeles, where he worked on engine and game play technology for Medal of Honor: Pacific Assault. Jason is currently a Generalist Programmer at Naughty Dog Inc., working on Uncharted: Drake�s Fortune. Jason also teaches courses in game technology at the University of Southern California.

Foundations: Introduction
Tools of the Trade
Fundamentals of Software Engineering for Games
3D Math for Games
Low-Level Engine Systems: Engine Support Systems
Resources and the File System
The Game Loop and Real-Time Simulation
Human Interface Devices (HID)
Tools for Debugging and Development
Graphics and Motion: The Rendering Engine
Animation Systems
Collision and Rigid Body Dynamics
Gameplay: Introduction to Gameplay Systems
Runtime Gameplay Foundation Systems
Conclusion: You Mean There's More?
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