This fourth, revised edition of Game Engine Architecture is compiled by Jason Gregory, who has nearly twenty years of experience at Midway, Electronic Arts, and Naughty Dog. The book covers both the theory and practice of game engine development and extensively explains the technologies and techniques used by AAA game studios. The application of these technologies in a professional game engine is clearly illustrated.
New content in this edition
The fourth edition contains updated information on, among other things:
- Computer and CPU hardware, including memory buffers
- Compiler optimizations
- C++ language standardization
- IEEE-754 floating-point representation
- 2D user interfaces
- New chapters on hardware parallelism and concurrent programming
Features
- Advanced learning tool for programmers and developers in game engine software development
- Clear explanation of theory and practice with examples based on current technologies, independent of specific engines or APIs
- Contains all necessary mathematical background information
- Suitable for both novice and experienced developers
This book is an excellent textbook for self-study, education, and professional application. Intertaal is your reliable supplier for this learning material and guarantees fast delivery.


