Description

Book Synopsis

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.


Table of Contents

Section I Foundations

Chapter 1 Introduction

Chapter 2 Tools of the Trade

Chapter 3 Fundamentals of Software Engineering for Games

Chapter 4 Parallelism and Concurrent Programming

Chapter 5 3D Math for Games

Section II Low-Level Engine Systems

Chapter 6 Engine Support Systems

Chapter 7 Resources and the File System

Chapter 8 The Game Loop and Real-Time Simulation

Chapter 9 Human Interface Devices

Chapter 10 Tools for Debugging and Development

Section III Graphics, Motion and Sound

Chapter 11 The Rendering Engine

Chapter 12 Animation Systems

Chapter 13 Collision and Rigid Body Dynamics

Chapter 14 Audio

Chapter 15 Introduction to Gameplay Systems

Chapter 16 Runtime Gameplay Foundation Systems

Section V Conclusion

Chapter 17 You Mean There’s More?

Game Engine Architecture Third Edition

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Order before 4pm today for delivery by Sat 20 Dec 2025.

A Hardback by Jason Gregory

3 in stock


    View other formats and editions of Game Engine Architecture Third Edition by Jason Gregory

    Publisher: Taylor & Francis Ltd
    Publication Date: 17/08/2018
    ISBN13: 9781138035454, 978-1138035454
    ISBN10: 1138035459

    Description

    Book Synopsis

    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.


    Table of Contents

    Section I Foundations

    Chapter 1 Introduction

    Chapter 2 Tools of the Trade

    Chapter 3 Fundamentals of Software Engineering for Games

    Chapter 4 Parallelism and Concurrent Programming

    Chapter 5 3D Math for Games

    Section II Low-Level Engine Systems

    Chapter 6 Engine Support Systems

    Chapter 7 Resources and the File System

    Chapter 8 The Game Loop and Real-Time Simulation

    Chapter 9 Human Interface Devices

    Chapter 10 Tools for Debugging and Development

    Section III Graphics, Motion and Sound

    Chapter 11 The Rendering Engine

    Chapter 12 Animation Systems

    Chapter 13 Collision and Rigid Body Dynamics

    Chapter 14 Audio

    Chapter 15 Introduction to Gameplay Systems

    Chapter 16 Runtime Gameplay Foundation Systems

    Section V Conclusion

    Chapter 17 You Mean There’s More?

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