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A 2010 CHOICE Outstanding Academic Title
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.
—A. Chen, CHOICE, January 2010
… it looks like most of the critical areas and concepts are touched on. … it looks like you’ll have some reasonably deep understanding of the elements that go into making a game engine. Quite an impressive work, and I know of nothing else in this area that is so detailed.
—Eric Haines, www.realtimerendering.com/blog/, July 2009
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. Informed and informative, replete with examples for every aspect of the game development process, and fully accessible to aspiring game engine developers as well as a very useful reference for even experienced technicians in the field, Game Engine Architecture is an invaluable, thoroughly 'user friendly', and highly recommended core addition to personal, professional, and academic Computer Science reference and resource collections in general, as well as gaming engine design instructional reading lists in particular.
—The Midwest Book Review, September 2009
The book contains a huge amount of data on specifics to consider when developing a game engine.
—Gamasutra.com, November 2009
Game Engine Architecture by Jason Gregory has been named a finalist for the Game Developer's 2009 Front Line Award.
—PR Newswire, December 2009
Jason Gregory has worked as a software engineer in the games industry since March 1999, and as a professional software engineer since 1994. He got his start in game programming at Midway Home Entertainment, where he worked on tools, engine technology and game play code for Hydro Thunder 2 (arcade). He also wrote the Playstation 2/Xbox animation system for Freaky Flyers and Crank the Weasel. In 2003, Jason moved to Electronic Arts Los Angeles, where he worked on engine and game play technology for Medal of Honor: Pacific Assault. Jason is currently a Generalist Programmer at Naughty Dog Inc., working on Uncharted: Drake's Fortune. Jason also teaches courses in game technology at the University of Southern California.
I teach engine development and this book is good, but runs out of steam towards the middle and end (more C++ code samples needed together with assembler). Read morePublished 17 months ago by G. Morgan
this book got me through my university degree, it has everything you will need and it is written in plain english. Read morePublished 23 months ago by David
This is an excellent example of a text book which transcends academia and makes for an read perfect for anyone interested in the technology of game engines, game programming or... Read morePublished on 18 Jun. 2012 by J. Bond
I love video games and I have been learning for a long time about how they are created. Since I already had some basic knowlegde, I was looking for a more technical source of data. Read morePublished on 26 Aug. 2011 by Jon Alonso Masa
Unlike all other reviewers I haven't been overly impressed with this one. For starters make sure you're a 3d game programmer only, this book does not cater for 2D games at... Read morePublished on 18 Jun. 2011 by Mr. S. T. Foster
I work a lot with interactive media and occasionally some of the projects requires fairly complex mechanics, which is where this book came in handy. Read morePublished on 25 Aug. 2010 by Joshua Newnham
I'm mainly writing this to address a complaint about this book that I've seen elsewhere: that this book is too high level and doesn't go into enough detail with specifics. Read morePublished on 19 July 2010 by Richard276371
This book covers almost everything about game engine architechture. The author is really good writing and giving examples. Read morePublished on 9 May 2010 by Carles Fernandez