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Game Engine Architecture, Third Edition

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ISBN-10: 1138035459

ISBN-13: 9781138035454

Edition: 3rd 2019

Authors: Jason Gregory

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Covers theory and practice of game engine software development, bringing together a wide range of concepts and techniques actually used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process. New to this edition: update the section on game console HW, extend the rendering chapter, include a section on 2D GUI, new chapter on multiplayer networking, more coverage of the Unity game engine.
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Book details

Edition: 3rd
Copyright year: 2019
Publisher: Taylor & Francis Group
Publication date: 8/16/2018
Binding: Hardcover
Pages: 1240
Size: 7.76" wide x 9.53" long x 2.52" tall
Weight: 6.490
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…