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  • Game Engine Architecture: Two Volume Set

    Game Engine Architecture by Gregory, Jason;

    Two Volume Set

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      • Publisher's listprice GBP 320.00
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        152 880 Ft (145 600 Ft + 5% VAT)
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    152 880 Ft

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    Product details:

    • Edition number 4
    • Publisher CRC Press
    • Date of Publication 31 January 2026

    • ISBN 9781041162605
    • Binding Hardback
    • No. of pages1424 pages
    • Size 254x178 mm
    • Language English
    • Illustrations 385 Illustrations, black & white; 105 Illustrations, color; 278 Halftones, black & white; 94 Halftones, color; 107 Line drawings, black & white; 11 Line drawings, color; 13 Tables, black & white
    • 700

    Categories

    Short description:

    In this fourth edition, Jason Gregory presents both the theory and practice of game engine software development. 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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    Long description:

    In this new and improved fourth edition of the highly popular Game Engine Architecture, Jason Gregory draws on his 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.


    This fourth edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with new material that includes:



    • Two brand new chapters covering 3D rendering and photorealistic lighting

    • A discussion of motion matching technology for character animation

    • Improved coverage of undefined behavior in the context of compiler optimizations

    • Fuller coverage of C++ language standards up to C++23

    • An improved index, plus fixes for various errata found by our readers in previous editions


    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.


    Key Features



    • 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

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    Table of Contents:

    Preface, 1 Introduction, 2 Tools of the Trade, 3 Fundamentals of Software Engineering for Games, 4 Parallelism and Concurrent Programming, 5 3D Math for Games, 6 Engine Support Systems, 7 Resources and the File System, 8 The Game Loop and Real-Time Simulation, 9 Human Interface Devices, 10 Tools for Debugging and Development, 11 Rendering, 12 Lighting and Post-Processing, 13 Animation Systems, 14 Collision and Rigid Body Dynamics, 15 Audio, 16 Introduction to Gameplay Systems, 17 Runtime Gameplay Systems, 18 You Mean There’s More?


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