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Game Engine Architecture

ISBN-10: 1568814135
ISBN-13: 9781568814131
Edition: 2009
List price: $71.95
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Description: This text provides readers with an in-depth exploration of 3D game engine architecture. The book covers state-of- the-art software architecture principles in the context of game engine design, investigates the subsystems typically found in a real  More...

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Book details

List price: $71.95
Copyright year: 2009
Publisher: A K Peters, Limited
Publication date: 6/15/2009
Binding: Hardcover
Pages: 864
Size: 7.50" wide x 9.25" long x 1.75" tall
Weight: 3.322

This text provides readers with an in-depth exploration of 3D game engine architecture. The book covers state-of- the-art software architecture principles in the context of game engine design, investigates the subsystems typically found in a real production game engine, surveys engine architectures from actual shipping games, and explores how the differences between game genres can affect engine design. A course based on this text will give students the tools and background to work together like a real game development team to design and build their own functional game engine, both by designing and implementing engine subsystems and by integrating 3rd party components. Topics covered include large-scale C++ software architecture in a games context; engine subsystems including rendering, audio, collision, physics and game world models; multi-player engines; tools pipelines for modern games.

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.

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.

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