Game Engine Architecture

Höfundur: Jason Gregory (Útgáfa: 4)
Game Engine Architecture

Kaup valmöguleikar

In this new and improved fourth edition of the highly popular Game Engine Architecture, Jason Gregory draws on his 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.

The fourth edition offers the same comprehensive coverage of game engine architecture provided by previous editions, and this first volume covers essential concepts, techniques, tools, and the engine systems that form the core of every game engine. 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.

Nánar um bókina

Útgefandi
Taylor & Francis
ISBN
9781040731147
Print ISBN
9781032443089
Format
ePub
Útgáfa
4
Höfundar
Jason Gregory
Tungumál
English
Útgefið
2026-04-22
Prent takmörkun á líftíma
100
Prent takmörkun
2
Afritunar takmörkun
2

Kaflar

  • Cover Page
  • Half-Title Page
  • Title Page
  • Copyright Page
  • Dedication Page
  • Contents
  • Preface
  • 1 Introduction
  • 1.1 What Is a Game?
  • 1.2 What Is a Game Engine?
  • 1.3 Engine Differences Across Genres
  • 1.4 Game Engine Survey
  • 1.5 Runtime Engine Architecture
  • 1.6 Tools and the Asset Pipeline
  • 2 Tools of the Trade
  • 2.1 Version Control
  • 2.2 Compilers, Linkers, and IDEs
  • 2.3 Profiling Tools
  • 2.4 Memory Leak and Corruption Detection
  • 2.5 Other Tools
  • 3 Fundamentals of Software Engineering for Games
  • 3.1 C++ Review and Best Practices
  • 3.2 Catching and Handling Errors
  • 3.3 Data, Code and Memory Layout
  • 3.4 Computer Hardware Fundamentals
  • 3.5 Memory Architectures
  • 4 Parallelism and Concurrent Programming
  • 4.1 Defining Concurrency and Parallelism
  • 4.2 Implicit Parallelism
  • 4.3 Explicit Parallelism
  • 4.4 Operating System Fundamentals
  • 4.5 Introduction to Concurrent Programming
  • 4.6 Thread Synchronization Primitives
  • 4.7 Problems with Lock-Based Concurrency
  • 4.8 Some Rules of Thumb for Concurrency
  • 4.9 Lock-Free Concurrency
  • 4.10 SIMD/Vector Processing
  • 4.11 Introduction to GPGPU Programming
  • 5 3D Math for Games
  • 5.1 Solving 3D Problems in 2D
  • 5.2 Points and Vectors
  • 5.3 Matrices
  • 5.4 Quaternions
  • 5.5 Comparison of Rotational Representations
  • 5.6 Other Useful Mathematical Objects
  • 5.7 Random Number Generation
  • 6 Engine Support Systems
  • 6.1 Subsystem Start-Up and Shut-Down
  • 6.2 Memory Management
  • 6.3 Containers
  • 6.4 Strings
  • 6.5 Engine Configuration
  • 7 Resources and the File System
  • 7.1 File System
  • 7.2 The Resource Manager
  • 8 The Game Loop and Real-Time Simulation
  • 8.1 The Rendering Loop
  • 8.2 The Game Loop
  • 8.3 Game Loop Architectural Styles
  • 8.4 Abstract Timelines
  • 8.5 Measuring and Dealing with Time
  • 8.6 Multiprocessor Game Loops
  • 9 Human Interface Devices
  • 9.1 Types of Human Interface Devices
  • 9.2 Interfacing with a HID
  • 9.3 Types of Inputs
  • 9.4 Types of Outputs
  • 9.5 Game Engine HID Systems
  • 9.6 Human Interface Devices in Practice
  • 10 Tools for Debugging and Development
  • 10.1 Logging and Tracing
  • 10.2 Debug Drawing Facilities
  • 10.3 In-Game Menus
  • 10.4 In-Game Console
  • 10.5 Debug Cameras and Pausing the Game
  • 10.6 Cheats
  • 10.7 Screenshots and Movie Capture
  • 10.8 In-Game Profiling
  • 10.9 In-Game Memory Stats and Leak Detection
  • Bibliography
  • Index (Volume I)