Title
Game Engine Architecture
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Hailed As A Musthave Textbook (Choice, January 2010), The First Edition Of Game Engine Architecture Provided Readers With A Complete Guide To The Theory And Practice Of Game Engine Software Development. Updating The Content To Match Todays Landscape Of Game Engine Architecture, This Second Edition Continues To Thoroughly Cover The Major Components That Make Up A Typical Commercial Game Engine.New To The Second Editioninformation On New Topics, Including The Latest Variant Of The C++ Programming Language, C++11, And The Architecture Of The Eighth Generation Of Gaming Consoles, The Xbox One And Playstation 4 New Chapter On Audio Technology Covering The Fundamentals Of The Physics, Mathematics, And Technology That Go Into Creating An Aaa Game Audio Engine Updated Sections On Multicore Programming, Pipelined Cpu Architecture And Optimization, Localization, Pseudovectors And Grassman Algebra, Dual Quaternions, Simd Vector Math, Memory Alignment, And Antialiasing Insight Into The Making Of Naughty Dogs Latest Hit, The Last Of Usthe Book Presents The Theory Underlying Various Subsystems That Comprise A Commercial Game Engine As Well As The Data Structures, Algorithms, And Software Interfaces That Are Typically Used To Implement Them. It Primarily Focuses On The Engine Itself, Including A Host Of Lowlevel Foundation Systems, The Rendering Engine, The Collision System, The Physics Simulation, Character Animation, And Audio. An Indepth Discussion On The Gameplay Foundation Layer Delves Into The Games Object Model, World Editor, Event System, And Scripting System. The Text Also Touches On Some Aspects Of Gameplay Programming, Including Player Mechanics, Cameras, And Ai.An Awarenessbuilding Tool And A Jumpingoff Point For Further Learning, Game Engine Architecture, Second Edition Gives Readers A Solid Understanding Of Both The Theory And Common Practices Employed Within Each Of The Engineering Disciplines Covered. The Book Will Help Readers On Their Journey Through This Fascinating And Multifaceted Field.
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- Q: What is the binding type of this book? A: The binding type is hardcover. This durable format is designed for longevity, making it suitable for frequent use.
- Q: How many pages does Game Engine Architecture have? A: This book contains one thousand fourteen pages. It offers extensive coverage of game engine software development.
- Q: What are the dimensions of this book? A: The book measures eight inches in length, two point twenty-five inches in width, and nine point seventy-six inches in height. These dimensions make it a manageable size for reading.
- Q: Who is the author of Game Engine Architecture? A: The author is Jason Gregory. He is well-known in the field of game development, contributing significant knowledge through his writing.
- Q: What is the main subject of this book? A: The main subject is game engine architecture. It provides a thorough guide to the theory and practice involved in creating game engine software.
- Q: Is this book suitable for beginners in game programming? A: Yes, it is suitable for beginners. The book serves as an awareness-building tool, presenting foundational concepts in an accessible manner.
- Q: How does this book help with audio technology in games? A: It includes a new chapter on audio technology. This chapter covers the fundamentals necessary for creating high-quality audio in games.
- Q: Can I use this book for advanced game programming topics? A: Yes, it addresses advanced topics as well. The second edition includes updated sections on multicore programming and optimization techniques.
- Q: What kind of readers will benefit from this book? A: Students, professionals, and enthusiasts in game programming will benefit. It provides insights into both theory and practical applications.
- Q: What should I do to maintain the condition of this hardcover book? A: Store it in a dry, cool place and avoid exposure to direct sunlight. This will help preserve the book's integrity and appearance.
- Q: Is this book safe for young readers? A: Yes, it is appropriate for young readers interested in game design. However, parental guidance may enhance the learning experience.
- Q: How can I apply the knowledge from this book in real-world scenarios? A: You can apply it by using the concepts and techniques discussed in real game development projects. It serves as a practical guide for implementation.
- Q: What if the book arrives damaged? A: If the book arrives damaged, you should contact the seller for a return or exchange. Most sellers have policies in place for damaged goods.
- Q: Are there any online resources to supplement this book? A: Yes, many online forums and websites provide additional resources and discussions related to game engine architecture. These can enhance your understanding.
- Q: Does this book cover the latest programming languages? A: Yes, it includes information on the latest variant of the C++ programming language, C++11. This ensures the content is up-to-date with current industry practices.
- Q: What makes this book a must-have for game developers? A: Its comprehensive coverage of game engine components and practical insights make it indispensable for both novices and experienced developers alike.