


Jason Gregory draws upon his many years of experience and expertise to create a complete and comprehensive textbook on the theory and practice of game engine software development. Quite an impressive work, and I know of nothing else in this area that is so detailed. it looks like you’ll have some reasonably deep understanding of the elements that go into making a game engine. it looks like most of the critical areas and concepts are touched on. This course resource provides an excellent, comprehensive look at every major system and issue related to modern game development . a must-have textbook for computer science, software engineering, or game programming majors, amateur hobbyists, game 'modders,' and game developers. "synopsis" may belong to another edition of this title. Even senior engineers who specialize in one particular field of game dev Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. A 2009 Game Developer Magazine Front Line Award Finalist, this book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics.
