You don't need to own a Kindle device to enjoy Kindle books. Download one of our FREE Kindle apps to start reading Kindle books on all your devices.

  • Apple
  • Android
  • Windows Phone
  • Android

To get the free app, enter your mobile phone number.

Digital List Price: $101.39
Kindle Price: $81.11

Save $20.28 (20%)

includes tax, if applicable

These promotions will be applied to this item:

Some promotions may be combined; others are not eligible to be combined with other offers. For details, please see the Terms & Conditions associated with these promotions.

Deliver to your Kindle or other device

Game Engine Architecture, Second Edition by [Gregory, Jason]

Game Engine Architecture, Second Edition 2nd , Kindle Edition


See all formats and editions Hide other formats and editions
Amazon Price
New from Used from
Kindle Edition, 15 Aug 2014
"Please retry"
$81.11

Winter Sale
Save up to 70% on over 250 Kindle Books. Sale ends 27 August 2017 at 11:59 pm AEST. Shop now

Product description

Product Description

Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine.


New to the Second Edition




  • Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4

  • New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine

  • Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing

  • Insight into the making of Naughty Dog’s latest hit, The Last of Us



The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI.



An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.


Product details

  • Format: Kindle Edition
  • File Size: 94521 KB
  • Print Length: 1052 pages
  • Publisher: A K Peters/CRC Press; 2 edition (15 August 2014)
  • Sold by: Amazon Australia Services, Inc.
  • Language: English
  • ASIN: B00MMOJ076
  • Text-to-Speech: Not enabled
  • X-Ray:
  • Word Wise: Not Enabled
  • Enhanced Typesetting: Not Enabled
  • Average Customer Review: Be the first to review this item
  • Amazon Bestsellers Rank: #268,060 Paid in Kindle Store (See Top 100 Paid in Kindle Store)

What other items do customers buy after viewing this item?

click to open popover

Customer reviews

There are no customer reviews yet on Amazon.com.au.
5 star
4 star
3 star
2 star
1 star

Most Helpful Customer Reviews on Amazon.com (beta) (May include reviews from Early Reviewer Rewards Program)

Amazon.com: 4.5 out of 5 stars 59 reviews
9 of 9 people found the following review helpful
5.0 out of 5 stars Incredible Read 1 September 2016
By Kindle Customer - Published on Amazon.com
Verified Purchase
I am about 1/3 through this book. I have learned a ton. To put that in perspective, I graduated in 1991 with a BS in Mathematics and Computer Science. From 1991 to 1996 I was on a team of 13 developers creating one of the of the first NURBS 3D modelers and ray tracers. I have done nothing but develop software applications and manage teams of intense development from 1991 to today. What I have learned from this book is helping me to develop applications outside of the game market and preparing me for possibly choosing to reenter the world of 3D applications with extremely cost effective coding.
16 of 16 people found the following review helpful
4.0 out of 5 stars Good for improving existing engine but not starting from scratch 16 January 2015
By LEE Kwan Chi - Published on Amazon.com
Verified Purchase
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.
2 of 2 people found the following review helpful
5.0 out of 5 stars A must-have reference for anyone interested in advanced computing topics 8 March 2017
By Gadgetry Guy - Published on Amazon.com
Verified Purchase
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.
2 of 2 people found the following review helpful
5.0 out of 5 stars Excellent book. It's kind of a gateway book into ... 30 September 2016
By J. W. Powell - Published on Amazon.com
Format: Kindle Edition Verified Purchase
Excellent book. It's kind of a gateway book into software architecture. I could totally see a college student start reading this because he "wants to write a game" and end up wanting to develop real-time and embedded software--regardless of the application.

As a mid-career software architect who enjoys gaming, I found this book fascinating and engaging at a professional level. I don't work in the gaming industry, but the concepts in here are easily applicable to other areas, and it's neat to read about domain specific problems that need to be solved. It's really a gem of a book.
3 of 3 people found the following review helpful
5.0 out of 5 stars Leaves Nothing to the Imagination, Pairs Great with Game Programming Patterns. 23 November 2015
By Kyle Bryant - Published on Amazon.com
Verified Purchase
Every detail of modern game engine architecture is included and it is a must for anyone looking to create their own modern game engine. It is heavy reading, but if you are truly interested in the field, it is totally worth it. I also found this book pairs great with Game Programming Patterns. Game Programming patterns is a nice tl;dr of this book and has more direct implementation instructions.

Where's My Stuff?

Delivery and Returns

Need Help?