



Game Engine Architecture: 9781466560017: Computer Science Books @ desertcart.com Review: Perfect for new game developers. - 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. Review: Stellar Book For Intermediate Programmers - I bought this book because I was trying to look for information on Game Engine Development so I can build my own game engine. Upon reading the first chapter, I was really locked into reading the book and definitely felt the need to take notes on almost every single page. The way the author explains things in this book is absolutely phenomenal and the way it is organized makes it very understandable. It is by no means an easy read but it is definitely informative. On top of this, in Chapter 3 the author goes over programming best practices and where you can get more information on making very performant code. He includes diagrams that depict what he is trying to explain very well. The format in which he teaches is introducing a problem, then explaining what some people have come up with as solutions, and then explaining what solution to the problem he thinks is best. He gets very low level and even gets to explaining how to avoid cache misses. Explains the why as to cache being faster than memory. I can go on all day long. The crazy part of this book is that it feels like no words are wasted. Through over 1000 pages of text, every bit of information he provides feels as though it has importance. Just getting into the 4th Chapter right now but so far this book is great! Will update when I am finished with the book.
| Best Sellers Rank | #1,679,628 in Books ( See Top 100 in Books ) #316 in Computer Graphics #694 in Game Programming |
| Customer Reviews | 4.6 4.6 out of 5 stars (166) |
| Dimensions | 8 x 2.25 x 9.75 inches |
| Edition | 2nd |
| ISBN-10 | 1466560010 |
| ISBN-13 | 978-1466560017 |
| Item Weight | 4.34 pounds |
| Language | English |
| Print length | 1014 pages |
| Publication date | January 1, 2014 |
| Publisher | A K Peters Ltd |
D**R
Perfect for new game developers.
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.
A**H
Stellar Book For Intermediate Programmers
I bought this book because I was trying to look for information on Game Engine Development so I can build my own game engine. Upon reading the first chapter, I was really locked into reading the book and definitely felt the need to take notes on almost every single page. The way the author explains things in this book is absolutely phenomenal and the way it is organized makes it very understandable. It is by no means an easy read but it is definitely informative. On top of this, in Chapter 3 the author goes over programming best practices and where you can get more information on making very performant code. He includes diagrams that depict what he is trying to explain very well. The format in which he teaches is introducing a problem, then explaining what some people have come up with as solutions, and then explaining what solution to the problem he thinks is best. He gets very low level and even gets to explaining how to avoid cache misses. Explains the why as to cache being faster than memory. I can go on all day long. The crazy part of this book is that it feels like no words are wasted. Through over 1000 pages of text, every bit of information he provides feels as though it has importance. Just getting into the 4th Chapter right now but so far this book is great! Will update when I am finished with the book.
L**I
Good for improving existing engine but not starting from scratch
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.
A**.
about best practices, about the idea how to truly know ...
I am not a game developer, however I want to become one, but this book is clearly not only about that. Jason has put an enormous effort into explaining things that few will tell you about. This book is a gem, because from my point of view (mainly as a .NET developer), it contains the bases that any respectable programmer must know. It explains you about memory, it gives you the programming/engineering experience accumulated over the years that is far more precious than the money you pay for the book. It explains you concepts that must be explained before anyone letting you write your first piece of code. Don't fool yourself thinking that this is only about game architecture. This book is about any architecture, about best practices, about the idea how to truly know how to program. My favorite statement from this book is the one that says something like this: Before you develop something, you must know the underlying hardware. Thank you Jason for sharing all this experience! P.S. I've started to read a lot of books, but this one is one of the bests in keeping you reading and making you want more.
W**R
Excellent tips for organizing your game into modules
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.
G**Y
A must-have reference for anyone interested in advanced computing topics
This book sets the bar high, not only for books regarding game engine architecture, but for advanced general computing topics as well. Jason's writing style is crisp, concise, and detailed, and I was able to work my way through this book pretty quickly despite the 1,000+ pages of advanced material (try pacing yourself at 25 or so pages per day, and you'll be done before you know it.) . The fact that Jason works for Naughty Dog, a game studio that makes some of the most compelling, next-generation video games around, lends credence to Jason's skills.
R**D
Okay.
Use as a reference for the subjects covered. There are better books available.
B**H
Very good book
C**N
Abarca todos los aspectos, no solo de la arquitectura de un motor de videojuegos, si no de la propia programación de videojuegos, incluyendo una completa introducción a la matemática vectorial y matricial necesaria para la programación 3D.
A**O
Ho iniziato da poco a studiare lo sviluppo di videogiochi. Mi sono imbattuto in diverse guide online e altri libri più pratici. Tutti mi lasciavano molti dubbi nella realizzazione di determinate funzioni e devo dire che questo libro me li sta schiarendo tutti. Il suo unico svantaggio è quello di essere un po' troppo teorico. Quindi se anche voi state iniziando da zero, vi consiglio di affiancarlo ad un libro più pratico. Un libro più pratico che vi consiglio è Game Programming Patterns di Robert Nystrom. Secondo me si integra alla perfezione con questo libro. Nota: Richiede la conoscenza del c++
R**V
This book is one of the most well-written books in Computer Science generally. Although you should have some good understanding of programming in general, low-level hardware concepts, operating systems and of course some mathematics, like linear algebra, trigonometry, and geometry in general, it's must to have book for someone who wants to start in the game programming field. It covers almost every topic that surrounds modern game engine, although it cannot cover everything in depth, it contains one of the best explanations for topics like Animations, Memory allocations and low-level systems in general. Must have book for every game developer. A book that you cannot get a bored while reading.
H**E
Beaucoup de redites par rapport au tome 1 quelques améliorations et précisions. Conseillé de ne prendre que le 2e
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