Game Engine Architecture, Third Edition


Book Description

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 industrial-strength game engine are illustrated. New to the Third Edition This 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 IEEE-754 floating-point 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.




Game Engine Architecture


Book Description

Hailed as a "must-have 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 today’s 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 Edition Information 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 anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The 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 low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s 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 awareness-building tool and a jumping-off 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.




Game Coding Complete


Book Description

Game Coding Complete, Second Edition is the essential hands-on guide to developing commercial quality games written by master game programmer, Mike McSahffry. This must-have second edition has been expanded from the bestselling first edition to include the absolute latest in exciting new techniques in game interface design programming, game audio programming, game scripting, 3D programming, network game programming and gam engine technology. All of the code in the book has been completely updated to work with all of the latest compiler technology.




Ultimate 3D Game Engine Design & Architecture


Book Description

Ultimate 3D Game Engine Design and Architecture teaches how to design and create a video game engine that can be used to create gaming applications on the PC. Written for beginning programmers, beginning game developers, and those aspiring to get into the fi eld, the book covers the various systems and processes that go into a complete game engine, with an emphasis on architecture issues. The book focuses on building a complete game engine, including graphics, physics, programming, audio, AI, data structures, memory management, and more.The sample engine is called the Building Blocks 3D Engine and it's designed to give you the basics of each system that you can build from to create your own engines and games. The technologies used include OpenGL, C++, and the Windows XP, MacOS X, and Linux operating systems. This cross-platform approach makes the information and techniques easy to apply to any type of project.The book is broken into five main parts, beginning with introductory material, the engine core, input, sound, and networking systems. Next comes graphics and environments, including the rendering system, the drawing of static models, and more advanced rendering topics such as level of detail, scene graphs, graphical effects, resource management, and scene management for environments in general. In the third part, Physics, AI, and Scripting are covered. The custom physics system is detailed, along with point masses and soft bodies. A variety of AI techniques are covered next, followed by scripting-- command, property, and compiled scripting. In the fourth part the engine is ready to use for the two demo applications you'll create-- a black jack game and a 3D walkthrough using a portal rendering system. In the final part, you'll review what you've done, what you could do, and what resources you might need in the future to enhance your game engine.







Game Engine Architecture


Book Description

A comprehensive practical guide to developing your own cutting edge AAA game engineAbout This Book* This guide will get you started on building your own game engine* You'll get to know about the important aspects of game-play programming, including player mechanics, cameras and AI* Once you're done with this book, you will be able to create a reliable engine that can be customized to your preferencesWho This Book Is ForThis book is for game developers who have knowledge of basic programming, but are not familiar with the techniques of creating an AAA standard game engine. It is assumed that you have basic knowledge of C++.What You Will Learn* Understand the commercial value of a custom game engine* Write memory-efficient code* Get a good understanding of all the moving parts in a game engine* Know what you can write and what you must acquire from third parties to support the game engine* Become familiar with the fundamental math involved in getting a game engine up and running* Familiarize yourself to the challenges of an efficient collision subsystem* Get to grips with the 2D and 3D challenges in a game engine's architectureIn DetailThe whole idea of this book is to show the users how they can create a commercial game engine, give them practical understanding of the subsystems involved as well as the data structures, algorithms, and software interfaces that are typically used to implement them.The book explains the foundations of a commercial engine, as well as the process of designing a rendering engine. Soon after, we move on to creating a high end collision system, customizing the physics simulation, creating superb and engaging character animations, and implementing a stable and powerful audio engine. You'll also learn about the game's foundation layer, the object model, world editor, event system, and scripting system, all of which constitute a powerful game engine. You'll also understand some important aspects of game-play programming like player mechanics, and AI.With the help of this book, you will be able to create your own AAA standard game engine and will get a detailed understanding of its architectural patterns with C++.




Game Engine Architecture


Book Description

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 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.




3D Game Engine Architecture


Book Description

Dave Eberly's 3D Game Engine Design was the first professional guide to the essential concepts and algorithms of real-time 3D engines and quickly became a classic of game development. Dave's new book 3D Game Engine Architecture continues the tradition with a comprehensive look at the software engineering and programming of 3D engines. This book is




Game Engine Architecture, Third Edition, 3rd Edition


Book Description

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 industrial-strength game engine are illustrated. New to the Third Edition This 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 IEEE-754 floating-point 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.




The Persistence of Code in Game Engine Culture


Book Description

With its unique focus on video game engines, the data-driven architectures of game development and play, this innovative textbook examines the impact of software on everyday life and explores the rise of engine-driven culture. Through a series of case studies, Eric Freedman lays out a clear methodology for studying the game development pipeline, and uses the video game engine as a pathway for media scholars and practitioners to navigate the complex terrain of software practice. Examining several distinct software ecosystems that include the proprietary efforts of Amazon, Apple, Capcom, Epic Games and Unity Technologies, and the unique ways that game engines are used in non-game industries, Freedman illustrates why engines matter. The studies bind together designers and players, speak to the labors of the game industry, value the work of both global and regional developers, and establish critical connection points between software and society. Freedman has crafted a much-needed entry point for students new to code, and a research resource for scholars and teachers working in media industries, game development and new media.