Game Engine Architecture (1st edition) - Jason Gregory

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A 2010 CHOICE Outstanding Academic Title This course resource provides an excellent, comprehensive look at every major system and issue related to modern game development … a must-have textbook for computer science, software engineering, or game programming majors, amateur hobbyists, game 'modders,'
Game engine architecture Game engine architecture Jason gregory A K Peters, Ltd Wellesley. Massachusetts A K Peters/CRC Press Taylor Francis Group 6000 Broken Sound Parkway nw, Suite 300 Boca raton, FL 33487-2742 o 2009 by Taylor and Francis Group, LLC A K Peters/CRC Press is an imprint of Taylor Francis Group, an Informa business No claim to original U.S. Government works Printed in the United States of America on acid-free paper 10987654321 International Standard Book Number-13: 978-1-4398-6526-2(Ebook-PDF) his book contains information obtained from authentic and highly regarded sources. Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint. Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, transmitted, or utilized in any form by any electronic, mechanical, or other means now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers Forpermissiontophotocopyorusematerialelectronicallyfromthisworkpleaseaccesswww.copyright.com(http://www.copyright.com/)orcontacttheCopyrightclEarance Center, Inc(CCC), 222 Rosewood Drive, Danvers, MA01923, 978-750-8400. CCC is a not-for-profit organization that provides licenses and registration for a variety of users. For organizations that have been granted a photocopy license by the CCC, a separate system of payment has been arranged Trademark Notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe Visit the Taylor Francis Web site at http://www.taylorandfrancis.com and the a k peters web site at http://www.akpeters.com Dedicated te Trina, Evan and Quinn Gregory, in memory of our heros Joyce Osterhus and Kenneth gregory Contents Foreword XIII Preface I Foundations 1 Introduction 1.1 Structure of a Typical Game Team 1.2 What Is a game? 1.3 What Is a Game Engine? 1. 4 Engine Differences Across Genres 1. 5 Game Engine Survey 1.6 Runtime Engine Architecture 1.7 Tools and the asset pipeline 49 2 Tools of the trade 57 2. 1 Version Control 2.2 Microsoft visual studio 2.3 Profiling Tools 85 Contents 2.4 Memory Leak and Corruption Detection 2.5 Other Tools 88 3 Fundamentals of software Engineering for Games 3. 1 C++ Review and Best practices 91 3.2 Data, Code, and Memory in C/C++ 3.3 Catching and Handling errors 128 4 3D Math for games 137 4. 1 Solving 3D Problems in 2D 4.2 Points and vectors 138 4.3 Matrices 151 4.4 Quaternions 169 4.5 Comparison of Rotational Rcprcscntations 4.6 Other Useful Mathematical Objects 18l 4.7 Hardware-Accelerated SIMD Math 185 4.8 Random Number Generation ll Low-Level Engine systems 195 Engine Support Systems 5.1 Subsystem Start Up and shut-Down 197 5.2 Memory Management 205 5. 3 Containers 223 5.4 Strings 242 5.5 Engine Configuration 252 Resources and the File Syste 261 6. 1 File systel 6.2 The Resource manager 272 7 The Game Loop and Real-Time Simulation 303 7.1 The Rendering Loop 303 7.2 The Game Loop 304

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