Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine.
New to the Second Edition
- Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4
- New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine
- Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing
- Insight into the making of Naughty Dog’s latest hit, The Last of Us
The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI.
An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.
Table of Contents
Part I. Foundations
Chapter 1. Introduction
Chapter 2. Tools of the Trade
Chapter 3. Fundamentals of Software Engineering for Games
Chapter 4. 3D Math for Games
Part II. Low-Level Engine Systems
Chapter 5. Engine Support Systems
Chapter 6. Resources and the File System
Chapter 7. The Game Loop and Real-Time Simulation
Chapter 8. Human Interface Devices (HID)
Chapter 9. Tools for Debugging and Development
Part III. Graphics, Motion and Sound
Chapter 10. The Rendering Engine
Chapter 11. Animation Systems
Chapter 12. Collision and Rigid Body Dynamics
Chapter 13. Audio
Part IV. Gameplay
Chapter 14. Introduction to Gameplay Systems
Chapter 15. Runtime Gameplay Foundation Systems
Part V. Conclusion
Chapter 16. You Mean There’s More?