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Product details

File Size: 94571 KB

Print Length: 1052 pages

Publisher: A K Peters/CRC Press; 2 edition (August 15, 2014)

Publication Date: August 15, 2014

Sold by: Amazon Digital Services LLC

Language: English

ASIN: B00MMOJ076

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Amazon Best Sellers Rank:

#723,967 Paid in Kindle Store (See Top 100 Paid in Kindle Store)

I am about 1/3 through this book. I have learned a ton. To put that in perspective, I graduated in 1991 with a BS in Mathematics and Computer Science. From 1991 to 1996 I was on a team of 13 developers creating one of the of the first NURBS 3D modelers and ray tracers. I have done nothing but develop software applications and manage teams of intense development from 1991 to today. What I have learned from this book is helping me to develop applications outside of the game market and preparing me for possibly choosing to reenter the world of 3D applications with extremely cost effective coding.

As some previous reviews written, this is a solid book on game engine architecture. What I like about this book is it has a detailed introduction to game animation system which other books couldn't give. However, compared to Game Coding Complete series, this book didn't give the source code of a complete game engine, which I think is essential to learn game programming. You seem to know a lot of things about game programming after reading this book, but there is no way you can put it together without previous game engine experience. I don't suggest this book to people who want to start from scratch to build a game engine, but who want to improve their existing game engine. I hope this book can go more detailed on the gameplay part.

Wow! This is the best technical book I have read this year. I have been a C++ developer for almost 20 years and have been working in the game industry for the last 8 years. I wish I had found this book 8 years ago, it would have gotten me up to speed much quicker. This is not a how to guide and it is also not a deep academic dive into the low levels of game engine architecture. Instead it fits into its own category, it is really a book designed to get experienced programmers into the game industry. It covers almost everything you will encounter in just enough detail to get you up to speed.Think of this as a jumping off point, after you read this you will be qualified to read and understand how most any game is setup, but not quite ready to write a game from scratch. But that is huge, it is often so hard to get the basics when you are going into a new field. Most books are written for users in the field who know the basics, or are written for people that can only dream of working in the field and have no depth at all.I would highly recommend this book to anyone who has less than 5 years experience in the game industry. I picked it up myself for the chapter on positional audio but it was so well written I have been reading it straight through, and enjoying every moment of it.

Excellent book. It's kind of a gateway book into software architecture. I could totally see a college student start reading this because he "wants to write a game" and end up wanting to develop real-time and embedded software--regardless of the application.As a mid-career software architect who enjoys gaming, I found this book fascinating and engaging at a professional level. I don't work in the gaming industry, but the concepts in here are easily applicable to other areas, and it's neat to read about domain specific problems that need to be solved. It's really a gem of a book.

When this book arrived, I was surprised to see how enormous it was. I could easily subdue a home intruder with it. I expected to get a massive amount of useful information, and I wasn't disappointed. Since I have begun to develop physics-simulated Android games using Java, I knew some areas were going to be overwhelming and it would be beneficial to know how the pros handle things like resource management, collision response, the main game loop, and so on. I've read Tricks of the Windows Game Programming Gurus, Game Physics, Real Time Collision Detection, and Essential Mathematics for Games & Interactive Applications, but because game programming is one of the most complicated things you can do with software, you can never have enough information.The book doesn't go step-by-step on how to program a game, but there are several sections with example code where it would make sense. Instead, it covers key concepts at a high level that most people would understand. For example, depending on the type of game you want to make, spatial subdivision to reduce collision queries is a concern. You have several choices, and this book explains things like octrees and binary space partitioning, how they work, and the situations in which you would use them.There were many times during development that I really had no clue on how to continue, but this book had an answer. It goes above and beyond expectations while keeping things high-level. If you do any sort of game programming, you should have this in your library.

The book describes industry-standard approaches to organizing a game's modules in a way that supports functional isolation, and also separates the game-independent core (or engine) from game-specific content and code. It also describes alternatives where they exist, such as the decision between a single centralized resource module vs. distributing resource-specific loaders across their associated modules.I would characterize this book as a survey just because its scope is so large, but even with that, it has plenty of conceptual, algorithmic and mathematical meat. I've used the book (and particularly Figure 1.15) as a way to establish a high-level architecture for my game, and then I drill into specific chapters targeting specific modules as needed.One gap is that by the author's own admission, the book doesn't really treat AI at all (just a single page), so if you're looking for that, you'll need to look elsewhere.

This is a good book, but I feel it kind of gives more of a high level overview and leaves the implementation details as an exercise to the reader. Its not a tutorial, more of a guide to help you look in the right direction. It comes from a lead of Naughty Dog, a highly respected studio, which earned its nickname "Naughty Dog University"While it doesn't show me step by step as a neophyte C++ developer, I am still happy with my purchase.

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