Game Engine Architecture, Third Edition
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New to the Third Edition
This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of:
computer and CPU hardware and memory caches,
C++ language standardization,
the IEEE-754 floating-point representation,
2D user interfaces,
plus an entirely new chapter on hardware parallelism and concurrent programming.
This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.
Covers both the theory and practice of game engine software development
Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API.
Includes all mathematical background needed.
Comprehensive text for beginners and also has content for senior engineers.