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.
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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 in San Diego. 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 and served as a lead engineer on the Medal of Honor: Airborne project. Jason is currently a Lead Programmer at Naughty Dog Inc., where he is currently working on The Last of Us. He also developed engine and gameplay software for Uncharted: Drake's Fortune, Uncharted 2: Among Thieves and Uncharted 3: Drake's Deception, and has taught courses in game technology at the University of Southern California.Review:
A 2010 CHOICE Outstanding Academic Title
This course resource provides an excellent, comprehensive look at every major system and issue related to modern game development ... a must-have textbook for computer science, software engineering, or game programming majors, amateur hobbyists, game 'modders,' and game developers.
―A. Chen, CHOICE, January 2010
... it looks like most of the critical areas and concepts are touched on. ... it looks like you’ll have some reasonably deep understanding of the elements that go into making a game engine. Quite an impressive work, and I know of nothing else in this area that is so detailed.
―Eric Haines, www.realtimerendering.com/blog/, July 2009
Jason Gregory draws upon his many years of experience and expertise to create a complete and comprehensive textbook on the theory and practice of game engine software development. Informed and informative, replete with examples for every aspect of the game development process, and fully accessible to aspiring game engine developers as well as a very useful reference for even experienced technicians in the field, Game Engine Architecture is an invaluable, thoroughly 'user friendly', and highly recommended core addition to personal, professional, and academic Computer Science reference and resource collections in general, as well as gaming engine design instructional reading lists in particular.
―The Midwest Book Review, September 2009
The book contains a huge amount of data on specifics to consider when developing a game engine.
―Gamasutra.com, November 2009
Game Engine Architecture by Jason Gregory has been named a finalist for the Game Developer's 2009 Front Line Award.
―PR Newswire, December 2009
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Buchbeschreibung A K Peters, Wellesley, 2009. Buchzustand: guter Zustand. fester Pappband 860 S., Fadenheftung Einband berieben, Buchrücken auf einem halben Zentimeter etwas eingerissen. ISBN-Aufkleber auf der Rückseite Sprache: eng. Artikel-Nr. STAL518584