Read Game Engine Architecture by Jason Gregory Online


This book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones 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 particuThis book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones 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.Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages....

Title : Game Engine Architecture
Author :
Rating :
ISBN : 9781568814131
Format Type : Hardcover
Number of Pages : 860 Pages
Status : Available For Download
Last checked : 21 Minutes ago!

Game Engine Architecture Reviews

  • Mathias Søholm
    2019-04-17 02:05

    First of all, I started reading this edition of the book (1st edition), two weeks after the second edition was published. Had I known, I would obviously read the second edition. Especially considering that the the first edition is five years old, an era within the world of game development. Five years is actually about 10% of the time that video games have existed!Oh well.. Jason Gregory still does a brilliant job of explaining both the high level overview of a game engine, as well as zooming in on the implementation details of some of these complex systems.Gregory's expertise shines through in the entire book, and I keep thinking to myself, that Naughty Dog are lucky to have a guy like this.Also John Carmack's name and the Quake engine tends to come up a lot, probably not a surprise.You just realize how brilliant these people are, and I find it deeply inspiring... And sometimes a bit spooky. You're a spooky man John Carmack!Having read this book from cover to cover, I obviously did not comprehend 100% of its contents.But now I have a general knowledge of all of the major subsystems that make up a game engine, and I think that's going to prove very valuable.It's worth a re-read, so I will definitely pick up the second edition at some point, and read that.I'm used to working with Unity 3D, which is probably the most mainstream engine today.The only downside to this book, in my opinion, was the amount of Unreal Engine references, and not a single mention of Unity. I don't know if the second edition includes perspectives from Gregory on Unity, but I certainly hope so.Long story short. I feel like I gained a lot from reading this book, even though I didn't understand everything Gregory was talking about(I'm not a C++ programmer, so the amount of C++ code was a bit overwhelming). I would recommend it to everyone making games. Even if you're not planning to create a game engine, it doesn't hurt knowing the inner workings of the tools you're using.

  • Danien
    2019-04-22 01:03

    This book covers the different systems and components of a professional game engine. This books does not attempt to provide a complete game engine written in C++, as a few other books have done. Instead, it provides good and proven solutions on how different programmers have tackled the problems faced by modern games. The experience of the author really shows, yet the writing style is comfortable and easy. This edition does not cover multithreading, which is a popular and important topic for future games. Definitely a good read for all game programmers to get a better perspective of all the different systems.

  • Sergey Ignatchenko
    2019-04-08 04:12

    The best book out there on game engine architecture, by far. Certainly not a copy-paste-your-game-engine book, but a good reading to *understand* how the things are done in this (extremely complicated BTW) field. Target audience: whoever wants to become a senior developer, senior developers, and all the way up.

  • Stelmach Ro
    2019-03-29 02:55

    This book is one of the most well-written books in Computer Science generally.Although you should have some good understanding of programming in general, low-level hardwareconcepts, operating systems and of course some mathematics, like linear algebra, trigonometry, andgeometry in general, it's must to have book for someone who want to start in the game programmingfield. It covers almost every topic that surrounds modern game engine, although itcannot cover everything in depth, it contains one of the best explanations for topics likeAnimations, Memory allocations and low-level systems in general. Must have book for every gamedeveloper. A book that you cannot get a bored while reading.

  • Elias Daler
    2019-04-22 06:56

    This is the best game programming book I've ever read. It's full of interesting details, extremely informative and enlightening. Must read for anyone making their own game engine.

  • Christoffer Lernö
    2019-04-06 23:18

    I've read one similar book - Game Coding Complete, Fourth Edition, and compared to that one this book is more general and less opinionated, but that at the same time means it offers less meat in terms of actual implementations and opinions.For me personally, Game Coding Complete was a more interesting / inspiring book, even though Game Engine Architecture is being more thorough.As a programmer, I'm more interested in actual implementation details and learning new things and ideas - and is this respect the book is somewhat of a let-down. As an overview to gaming engine architecture (in particular 3D game engines) it provides better starting points for further exploration, but in itself it offers comparatively little guidance and material.There are also deliberate omissions, most glaringly is perhaps that of multiplayer networking. This is not strange since that is a fairly extensive field in itself, but I'm tempted to say that it's left out not due to space restrictions, but because very few 3D Game Engine designers are experts at network programming.Final verdict - if you're doing 3D games and ponder writing a game engine, this is a good reference. If you're just interested in game engines in general, this offers to little meat to be worth it.

  • Newell Starks
    2019-04-14 00:01

    I purchased this as a present for my son when he was in High School after he showed interest in Gaming. It is certainly a dense book. My background included computer programming at the assembly level and he was interested in flipping burgers as a career despite being quite bright. He kept this book (actually reading it) along with many others through college and is an accomplished Video Game Programmer today with a number of published titles. Can't do better than that as a recommendation!

  • Brian McDonald
    2019-04-06 06:07

    An excellent games programming, covers a lot in 800 odd pages but with enough detail and examples of real world game engines which makes it a must read for all game programmers.My only slight criticism is that for Game Engine Architecture book it doesn't really touch on Audio at all. Perhaps it may have been an idea to cut back on the discussion of digital content creation.

  • Agito
    2019-04-17 04:58

    Provides a good overview and some detailed insights into the most common parts of a commercial-grade game engine.You will NOT be able to create your own game engine afterreading this book, but you will have a better understandingof what you are trying to create.

  • William Casarin
    2019-03-25 02:00

    Felt like it only scratched the surface

  • Zeh Fernando
    2019-04-12 07:02

    Huge textbook better used for reference, but still an awesome guide on common game engine architecture pitfalls.