Game Engine Architecture

Game Engine Architecture

  • Downloads:2694
  • Type:Epub+TxT+PDF+Mobi
  • Create Date:2021-03-30 14:16:24
  • Update Date:2025-09-07
  • Status:finish
  • Author:Jason Gregory
  • ISBN:1138035459
  • Environment:PC/Android/iPhone/iPad/Kindle

Summary

Covers theory and practice of game engine software development, bringing together a wide range of concepts and techniques actually 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。 New to this edition: update the section on game console HW, extend the rendering chapter, include a section on 2D GUI, new chapter on multiplayer networking, more coverage of the Unity game engine。

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Reviews

Daniel

Obviously I just read the parts relevant for me and not the 1xxx pages。 But those were very interesting and good organized。 I enjoyed the book。

Bruno Gallego

A big picture about Game Engine and subsystems。 It show some good frameworks can be used to achive a basic engine。 Great overview。

Mohd Afzal

This review has been hidden because it contains spoilers。 To view it, click here。 Good

Diogo Muller

This book is considered a must-read for many people, and I can see why: It explores and demonstrates pretty much every aspect of game engine development, in an relatively easy to follow and understand way - some programming experience is needed, of course, but the book does explain things from the very basic and gives the reader a few references for things it does not teach, like C++。The edition I've read - the second edition - has one or two things that I know could be updated, but most of it i This book is considered a must-read for many people, and I can see why: It explores and demonstrates pretty much every aspect of game engine development, in an relatively easy to follow and understand way - some programming experience is needed, of course, but the book does explain things from the very basic and gives the reader a few references for things it does not teach, like C++。The edition I've read - the second edition - has one or two things that I know could be updated, but most of it is modern and applicable today。 The examples could go a bit deeper, but I understand why they don't most of the times - it's a book written to teach a general idea on game engine programming, if you want to go deeper, you'd probably search for books on the specific subjects you want to learn more about。Overall, a great book。 Nowadays I'd get the third edition, of course, but still, well worth reading if you want to learn about Game Engines, and I'm sure it can work well as a reference book too。 。。。more

Ed Limonov

It seemed very easy to read, simple to understand, and straightforward to form an overall picture in the software architecture headbook。 Much wisdom, good examples, clear structure。 This book is good for a wide audience。 I'd recommend it to managers。 It will help avoid stupid technical decisions。 It seemed very easy to read, simple to understand, and straightforward to form an overall picture in the software architecture headbook。 Much wisdom, good examples, clear structure。 This book is good for a wide audience。 I'd recommend it to managers。 It will help avoid stupid technical decisions。 。。。more

Nitish Puri

Comprehensive and fun with anecdotal knowledge about game engine design from Naughty Dog's, Sony's and other popular pre-Unreal 4 game engines。 Comprehensive and fun with anecdotal knowledge about game engine design from Naughty Dog's, Sony's and other popular pre-Unreal 4 game engines。 。。。more

Kit Martin

It is the story of how games are made。 Its the story of the equipment, considerations, and power that makes these worlds come to life。 If you love games, or want to build them。 If you are a gear head, and need to know how its done, or why its done this way, this is the game engineering book for you。 If you want it easy, look elsewhere。

Dan

while this was a pretty basic overview of engine architecture。 The anecdotes from the author's knowledge of the Naughty Dog uncharted/last of us engine made this worth the time。 I learned a little about implementing scripting virtual machines which is pretty cool and a bit about memory management。 while this was a pretty basic overview of engine architecture。 The anecdotes from the author's knowledge of the Naughty Dog uncharted/last of us engine made this worth the time。 I learned a little about implementing scripting virtual machines which is pretty cool and a bit about memory management。 。。。more

Chris

A complete tech bible of the components a game engine should implement, providing hardware architecture, mathematics and implementation tricks。 A must have for anyone who wants to have a full overview of a game production。

Eric Lemes

It is a good book, but the title, a bit misleading in my opinion。 I think this book gives a very good overview about which requirements a game engine should have, focused on the math and disciplines and well known libraries and frameworks in the market。When I read a book about software architecture, I expect something on the lines of Principles, Patterns and Practices from Uncle Bob, GoF design patterns or something similar。 Well proven ideas that helps you to structure your code and also helps It is a good book, but the title, a bit misleading in my opinion。 I think this book gives a very good overview about which requirements a game engine should have, focused on the math and disciplines and well known libraries and frameworks in the market。When I read a book about software architecture, I expect something on the lines of Principles, Patterns and Practices from Uncle Bob, GoF design patterns or something similar。 Well proven ideas that helps you to structure your code and also helps your application (in this case, a game) to evolve more or less smoothly。 This book unfortunately explore very little of these and more about challenges you will find in specific game areas like gameplay, rendering, etc。 。。。more

Ahmed

ِAn amazing piece of work, lots of advices。。 A must have。

Josep

A really good introduction to Game Engines。 It´s a must-read for anyone interested in the game industry, and even skilled developers will improve their domain knowledge。The examples are written in C++, so a minimum level of C++ knowledge will help to understand the examples。 Some of the problems will express themselves differently in other languages/environments, like for example Javascript and the Web。 But the book keeps an enough high level to be very useful independently of your environment a A really good introduction to Game Engines。 It´s a must-read for anyone interested in the game industry, and even skilled developers will improve their domain knowledge。The examples are written in C++, so a minimum level of C++ knowledge will help to understand the examples。 Some of the problems will express themselves differently in other languages/environments, like for example Javascript and the Web。 But the book keeps an enough high level to be very useful independently of your environment and language of choice。 。。。more

Elias Daler

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。 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。 。。。more

Stelmach Ro

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 o 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。 。。。more

Brian McDonald

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。 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。 。。。more

Sergey Ignatchenko

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。

Newell Starks

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! 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! 。。。more

Agito

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。

Mathias Søholm

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 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。 。。。more

Zeh Fernando

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

Christoffer Lernö

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 r 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。 。。。more

William Casarin

Felt like it only scratched the surface

Danien

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 fut 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。 。。。more