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Game Engine Architecture

Game Engine Architecture


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About the Book

A comprehensive practical guide to developing your own cutting edge AAA game engine About This Book * This guide will get you started on building your own game engine * You'll get to know about the important aspects of game-play programming, including player mechanics, cameras and AI * Once you're done with this book, you will be able to create a reliable engine that can be customized to your preferences Who This Book Is For This book is for game developers who have knowledge of basic programming, but are not familiar with the techniques of creating an AAA standard game engine. It is assumed that you have basic knowledge of C++. What You Will Learn * Understand the commercial value of a custom game engine * Write memory-efficient code * Get a good understanding of all the moving parts in a game engine * Know what you can write and what you must acquire from third parties to support the game engine * Become familiar with the fundamental math involved in getting a game engine up and running * Familiarize yourself to the challenges of an efficient collision subsystem * Get to grips with the 2D and 3D challenges in a game engine's architecture In Detail The whole idea of this book is to show the users how they can create a commercial game engine, give them practical understanding of the subsystems involved as well as the data structures, algorithms, and software interfaces that are typically used to implement them. The book explains the foundations of a commercial engine, as well as the process of designing a rendering engine. Soon after, we move on to creating a high end collision system, customizing the physics simulation, creating superb and engaging character animations, and implementing a stable and powerful audio engine. You'll also learn about the game's foundation layer, the object model, world editor, event system, and scripting system, all of which constitute a powerful game engine. You'll also understand some important aspects of game-play programming like player mechanics, and AI. With the help of this book, you will be able to create your own AAA standard game engine and will get a detailed understanding of its architectural patterns with C++.

About the Author :
Giuseppe De Francesco (aka Pino) was born in Caserta (Italy) on November 17, 1959. He's always been a freethinker since he learned how to put together a thought, always second-guessing everybody, starting with himself. His motto is that the only offensive "F" word is "Faith:" Pino believes that nothing shall ever be accepted by faith, everything shall always be hard-proven and double checked. He currently lives in Ireland with his wife and their youngest daughter. Pino is a Software Architect by trade, and a philosopher by nature. He runs a game studio with his family, DFT Games Ltd, writing games full time. In the game engine fields, he made himself known as the guy who fixed and then kept alive Torque game engine for Xbox 360.


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Product Details
  • ISBN-13: 9781785886577
  • Publisher: Packt Publishing Limited
  • Publisher Imprint: Packt Publishing Limited
  • Language: English
  • ISBN-10: 1785886576
  • Publisher Date: 30 Nov 2016
  • Binding: Digital (delivered electronically)
  • No of Pages: 757


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