Books / nonfiction

Game engine architecture


Description


This book provides readers with an in-depth exploration of 3D game engine architecture. It covers state-of-the-art software architecture principles in the context of game engine design, investigates the subsystems typically found in a real production game engine, surveys engine architectures from actual shipping games, and explores how the differences between game genres can affect engine design. Topics covered include large-scale C++ software architecture in a games context; engine subsystems including rendering, audio, collision, physics and game world models; multi-player engines; tools pipelines for modern games.

Content

Latest edition,

I. Foundations. 1. Introduction. 2. Tools of the trade. 3. Fundamentals of software engineering for games. 4. 3D math for games. II. Low-level engine systems. 5. Engine support systems. 6. Resources and the file system. 7. The game loop and real-time simulation. 8. Human interface devices (HID). 9. Tools for debugging and development. III. Graphics and motion. 10. The rendering engine. 11. Animation systems. 12. Collision and rigid body dynamics. IV. Gameplay. 13. Introduction to gameplay systems. 14. Runtime gameplay foundation systems. V. Conclusion. 15. You mean there's more?


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