Game Engine Architecture, Third Edition,New

Game Engine Architecture, Third Edition,New

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In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrialstrength game engine are illustrated.New to the Third EditionThis third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of:computer and CPU hardware and memory caches,compiler optimizations,C++ language standardization,the IEEE754 floatingpoint representation,2D user interfaces,plus an entirely new chapter on hardware parallelism and concurrent programming.This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.

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Frequently Asked Questions

  • Q: What is the main focus of 'Game Engine Architecture'? A: The book focuses on both the theory and practice of game engine software development, covering a broad range of technologies and techniques used by AAA game studios.
  • Q: Who is the author of 'Game Engine Architecture'? A: The author is Jason Gregory, who has nearly two decades of experience in the gaming industry with companies like Midway, Electronic Arts, and Naughty Dog.
  • Q: What is new in the third edition of this book? A: The third edition includes updated coverage of topics such as computer hardware, CPU memory caches, compiler optimizations, C++ standardization, and introduces a new chapter on hardware parallelism and concurrent programming.
  • Q: Is this book suitable for beginners? A: Yes, the book serves as an introductory text for beginners while also providing valuable insights for experienced game programmers.
  • Q: How many pages does 'Game Engine Architecture' have? A: The book has a total of 1240 pages.
  • Q: What type of binding is used for this book? A: The book is bound in hardcover, which provides durability and a professional appearance.
  • Q: When was 'Game Engine Architecture' published? A: The book was published on August 17, 2018.
  • Q: Does the book include mathematical concepts? A: Yes, the book includes all necessary mathematical background needed for understanding game engine architecture.
  • Q: What category does this book fall under? A: The book is categorized under Games & Strategy Guides.
  • Q: Can I find references for further reading in this book? A: Yes, the book provides copious references and citations, making it an excellent resource for those who wish to explore specific aspects of game development further.