3th Ed., A K Peters/CRC Press, 2018. — 1235 p. In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated.
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CRC Press, 2018. — 1196 p. Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, paractical rendering methods used in games and...
2nd edition. — CRC Press, 2014. — 1018 p. — ISBN: 978-1-4665-6001-7. The definitive guide to professional game development. Game Engine Architecture covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like...
Terathon Software, 2016. — 194 p. — ISBN13: 978-0-9858117-4-7. The first volume of Foundations of Game Engine Development discusses the mathematics needed by engineers who work on games or other types of virtual simulations. The book begins with conventional treatments of topics such as linear algebra, transforms, and geometry. Then, it introduces Grassmann algebra and...
Addison-Wesley Professional, 2018. — 528 p. You can program games in many languages, but C++ remains the key language used by many leading development studios. Since it’s the language used in their enormous code bases, it’s the language they need to maintain and improve their games, and look for most often when hiring new developers. Game Programming in C++ is today’s...
Genever Benning, 2014. — 380 p. — ISBN10: 0990582906, ISBN13: 978-0-9905829-2-2. The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns...
Third Edition. — Cambridge: Morgan Kauffman Publishers, 2016. — 1266 p. — ISBN: 978-0-12-800645-0 Physically Based Rendering, Third Edition describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. A method known as “literate programming” combines human-readable documentation and source code into a single...