Game Engine Architecture
Language: English
Published by Taylor & Francis Inc, 2009
- Hardcover
- Used

Seller: World of Books Inc, Montgomery, IL, U.S.A.World of Books Inc
AbeBooks seller since March 23, 2026
Condition: Used - Good
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Explores 3D game engine architecture. This book covers software architecture principles in the context of game engine design, investigates the subsystems typically found in a real production game engine, surveys engine architectures from actual shipping games, and explores how the differences between game genres can affect engine design.
Seller Inventory # CIN1568814135G
- Title
- Game Engine Architecture
- Author
- Jason Gregory
- Publisher
- Taylor & Francis Inc
- Publication year
- 2009
- Condition
- Good
- Binding
- Hardback
- Language
- English
- ISBN 10
- 1568814135
- ISBN 13
- 9781568814131
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.
"Synopsis" may belong to another edition of this title.
About the Author
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.
"About the title" may belong to another edition of this title.
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