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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. Review: A must have for everyone interested in Game Development - Awesome content, great print quality. Review: Great book for game developers - We recently ordered this book for our library in the office. The content is top notch, no doubt. A big new chapter an concurrent programming among other things. P.S. I must admit I was a little bit put off by the previous reviews which mentioned poor paper quality. The book I received is well printed and on good paper, nothing to complain about.



| Best Sellers Rank | 423,496 in Books ( See Top 100 in Books ) 28 in Animation & Multimedia 258 in Games Programming 555 in Introduction to Programming |
| Customer Reviews | 4.5 out of 5 stars 313 Reviews |
C**V
A must have for everyone interested in Game Development
Awesome content, great print quality.
I**N
Great book for game developers
We recently ordered this book for our library in the office. The content is top notch, no doubt. A big new chapter an concurrent programming among other things. P.S. I must admit I was a little bit put off by the previous reviews which mentioned poor paper quality. The book I received is well printed and on good paper, nothing to complain about.
M**R
Badly formatted, Missing Image, Good content so far - Kindle version
Update 2: nearly 12 months ago I started this book review, submitted countless reports to Amazon on missing/broken content, and nothing appears to have changed. Downgrading my review to 1 star with the hope that no one purchases this version as it is not fit for purpose. Faulty product Update 1: 121 pages in now and the formatting is getting much worse. Code sections are in same formatting and font as main text. Also we have starts of bullet points with no whitespace. 54 pages in, this kindle book has terrible formatting. Firstly, the Table of contents is missing, no chapter select at all. Next, Images tend to be missing, just subtitles for the Figure with the main text, haphazardly placed around the chasm that should be the image. It's a real shame as I am quite enjoying the written content, just getting hit with disappointment each problem I encounter. I've lost you count how many quality reports I have sent to Amazon, and hope they are actioned. Will update this review accordingly
M**E
Kindle version has missing figures
Kindle version has missing figures/images.
B**O
Good book, bad condition
Nothing wrong with the book contents, it's pretty well known for it's quality content. Horrible shipping and whatever else made it arrive with a tear and many dents on the cover.
K**R
Fast and excellent condition
Excellent
A**R
Beware of seller ebookstore
There are supposed to be color images at the back of the book, but my copy has only black and white images. I'm not sure if this is an original copy. The content otherwise is however superb.
T**R
There's nothing else out there that's this comprehensive
Unlike my last review, this one I'm happy to write. I'm a game engine programmer, but I don't have a long history with games, and how their engines are typically structured. Every in-house AAA engine will be different of course, and obviously you won't find books (or typically any docs at all really) on the structure of these behemoths, so the best you can hope for is something that tries to give you the high level overview of what to look for - how a tools pipeline is setup, what subsystems to expect, how they interact, etc. This book provides all of that, and so, so much more. I really can't believe how much is packed in this thing. A really nice section on OS fundamentals, extensive coverage of concurrent programming, tools, audio, physics, it's all there (in one way or another). Like most of these kinds of books, you probably don't want to try and read it front to back (although that would be awesome, who has the time for that?) Instead, I've been going to sections on an as-needed basis and picking up just the stuff I need most at that time, and it's been great. I'm at the point in my career where I'm just not buying as many books as I used to, either because they don't deliver on their promises, they only cover the basics, or they just rehash things that have already been covered extensively in other books. This book's definitely got me excited, because it provides a ton of real-world info that's hard to get anywhere else. 100% recommend to anyone new to game engine software development. UPDATE: 6 months later, and this book continues to amaze. After studying every line of code in the section on memory allocators, I've added this feature to my engine and it works great. Same with quaternions. I just keep finding myself reaching for this book! What a great resource, rock solid.
V**N
A centerpiece
One of the most important books I own as of now. Really deep dives through everything.
J**N
Very thorough
I liked that it's very complete in the information it provides... I also dislike that fact too because there was a lot of unnecessary reading and sometimes filler I could do without - but I read it all anyone in case I missed anything that I might need to know. Overall, fairly useful but it did use up a ton of my free time. It must have been very tricky to compile all that information and write that. Very thorough and very impressive.
D**I
Excelente libro
Excelente libro, si bien muchas cosas ya las sabía, hay otras que las pasé por alto y que me las ha recordado o enseñado. Si tu intención es crear un motor de videojuegos o software eficiente, este es tu libro. Cabe destacar que debes saber programación y debiste haber tenido un acercamiento previo con otras librerías gráficas, físicas, entre otras, ya que el contenido del libro profundiza los temas más no enseña a programar o hacer uso de librerías.
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