Game Engine Architecture, 4Ed by Jason Gregory (.PDF)

File Size: 57.3 MB

Game Engine Architecture: Volume I, Foundations and Core Engine Systems, 4th Edition by Jason Gregory
Requirements: .PDF reader, 57.3 MB |True PDF
Overview: In this new and improved fourth edition of the highly popular Game Engine Architecture, Jason Gregory draws on his 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. The fourth edition offers the same comprehensive coverage of game engine architecture provided by previous editions, and this first volume covers essential concepts, techniques, tools, and the engine systems that form the core of every game engine. Because C++ is arguably the most commonly used language in the game industry, we will focus primarily on C++ in this book. However, most of the concepts we’ll cover apply equally well to any object‐oriented programming language. 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.
Genre: Non-Fiction > Tech & Devices

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