ABSTRACT

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.

part I|228 pages

Foundations

chapter 1|60 pages

Introduction

chapter 2|33 pages

Tools of the Trade

chapter 4|64 pages

3D Math for Games

part II|211 pages

Low-Level Engine Systems

chapter 5|66 pages

Engine Support Systems

chapter 6|42 pages

Resources and the File System

chapter 7|41 pages

The Game Loop and Real-Time Simulation

chapter 8|29 pages

Human Interface Devices (HID)

chapter 9|29 pages

Tools for Debugging and Development

part III|404 pages

Graphics, Motion and Sound

chapter 10|99 pages

The Rendering Engine

chapter 11|104 pages

Animation Systems

chapter 12|95 pages

Collision and Rigid Body Dynamics

chapter 13|102 pages

Audio

part IV|134 pages

Gameplay

chapter 14|22 pages

Introduction to Gameplay Systems

chapter 15|110 pages

Runtime Gameplay Foundation Systems

part V|7 pages

Conclusion

chapter 16|5 pages

You Mean There’s More?