Game Engine Architecture

Front Cover
CRC Press, Jun 15, 2009 - Computers - 864 pages
3 Reviews

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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Review: Game Engine Architecture

User Review  - Agito - Goodreads

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 after reading this book, but you will have a better understanding of what you are trying to create. Read full review

Review: Game Engine Architecture

User Review  - Zeh Fernando - Goodreads

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

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About the author (2009)

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, where he worked on tools, engine technology and game play code for Hydro Thunder 2 (arcade). 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. Jason is currently a Generalist Programmer at Naughty Dog Inc., working on Uncharted: Drake's Fortune. Jason also teaches courses in game technology at the University of Southern California.

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