The book by Jason Gregory is not accidentally a bestseller. Twenty years of the author's work on top-notch games at Midway, Electronic Arts, and Naughty Dog allow him to share knowledge about the theory and practice of software development for...
game engines. Game programming is a complex and vast topic that covers many issues. The boundary between the game engine and the game is blurred. This book focuses on the engine, core low-level systems, collision detection systems, physics simulation, character animation, audio, as well as the basic gameplay layer, which includes the game's object model, world editor, event systems, and scripting.
The book by Jason Gregory is not accidentally a bestseller. Twenty years of the author's work on top-notch games at Midway, Electronic Arts, and Naughty Dog allow him to share knowledge about the theory and practice of software development for game engines. Game programming is a complex and vast topic that covers many issues. The boundary between the game engine and the game is blurred. This book focuses on the engine, core low-level systems, collision detection systems, physics simulation, character animation, audio, as well as the basic gameplay layer, which includes the game's object model, world editor, event systems, and scripting.
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