character animationgame engine architecturegameplay programmingphysics simulationrendering engine
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Abstract (AI)
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.
Key Findings
1
A new audio-technology chapter explains the physics, mathematics, and engineering foundations of AAA game-audio engines.
2
It updates coverage for C++11 and eighth-generation consoles, specifically Xbox One and PlayStation 4 architectures.
3
The book covers core engine subsystems, including low-level foundations, rendering, collision, physics, animation, audio, gameplay object models, events, worlds, and scripting.
4
The second edition provides a comprehensive treatment of commercial game-engine architecture, covering theory, implementation practices, data structures, algorithms, and software interfaces.
5
Updated material addresses multicore programming, pipelined CPU optimization, localization, dual quaternions, SIMD vector mathematics, memory alignment, and anti-aliasing, alongside a case study of The Last of Us.
Research Object
commercial game engine architecture and its constituent software subsystems
Research Subject
the theory, data structures, algorithms, interfaces, and engineering practices underlying the implementation of game-engine subsystems
Publication Details
Publication Date
2017-03-27
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