{"product_id":"game-engine-architecture-volume-ii-graphics-motion-and-sound-paperback","title":"Game Engine Architecture: Volume II, Graphics, Motion, and Sound - Paperback","description":"\u003cdiv\u003e\u003cp style=\"text-align: right;\"\u003e\u003ca href=\"https:\/\/reportcopyrightinfringement.com\/\" target=\"_blank\" rel=\"nofollow\"\u003e\u003cb\u003eReport copyright infringement\u003c\/b\u003e\u003c\/a\u003e\u003c\/p\u003e\u003c\/div\u003e\u003cp\u003eby \u003cb\u003eJason Gregory\u003c\/b\u003e (Author)\u003c\/p\u003e\u003cp\u003e\u003c\/p\u003e\u003cp\u003eIn this new and improved fourth edition of the highly popular \u003cb\u003eGame Engine Architecture\u003c\/b\u003e, 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.\u003c\/p\u003e\u003cp\u003eThe fourth edition offers the same comprehensive coverage of game engine architecture provided by previous editions, and this second volume delves into all of the \u003cb\u003emajor subsystems\u003c\/b\u003e found in \u003cb\u003eevery\u003c\/b\u003e game engine, including the animation engine, the 3D rendering engine, the lighting engine, the physics engine, the audio engine, and the game object model.\u003c\/p\u003e\u003cp\u003eThis 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.\u003c\/p\u003e\u003cp\u003e\u003cb\u003eKey Features\u003c\/b\u003e\u003c\/p\u003e\u003cul\u003e \u003cli\u003eCovers both the theory and practice of game engine software development\u003c\/li\u003e \u003cli\u003eExamples are grounded in specific technologies, but discussion extends beyond any particular engine or API\u003c\/li\u003e \u003cli\u003eIncludes all mathematical background needed\u003c\/li\u003e \u003cli\u003eComprehensive text for beginners and also has content for senior engineers\u003c\/li\u003e \u003c\/ul\u003e\u003ch3\u003eAuthor Biography\u003c\/h3\u003e\u003cp\u003e\u003c\/p\u003e\u003cp\u003e\u003cb\u003eJason Gregory\u003c\/b\u003e has worked as a software engineer in the games industry since March 1999, and as a professional software engineer since 1994. He got his start in game programming at Midway Home Entertainment in San Diego, where he worked on tools, engine technology and game play code for \u003ci\u003eHydro Thunder\u003c\/i\u003e(TM) 2 (arcade). He also wrote the PlayStation(R) 2\/Xbox animation system for \u003ci\u003eFreaky Flyers\u003c\/i\u003e(TM) and \u003ci\u003eCrank the Weasel\u003c\/i\u003e. In 2003, Jason moved to Electronic Arts Los Angeles, where he worked on engine and game play technology for Medal of Honor: (TM) Pacific Assault and served as a lead engineer on the \u003ci\u003eMedal of Honor\u003c\/i\u003e: (TM) \u003ci\u003eAirborne\u003c\/i\u003e project. Jason is currently a Lead Programmer at Naughty Dog Inc., where he and his team are working on an exciting new game title for PlayStation(R) 5. He also developed engine and gameplay software for Naughty Dog's \u003ci\u003eUncharted: Drake's Fortune\u003c\/i\u003e(TM), \u003ci\u003eUncharted 2: Among Thieves\u003c\/i\u003e(TM), \u003ci\u003eUncharted 3: Drake's Deception\u003c\/i\u003e(TM), \u003ci\u003eUncharted 4: A Thief's End\u003c\/i\u003e(TM), \u003ci\u003eUncharted: The Lost Legacy\u003c\/i\u003e(TM), \u003ci\u003eThe Last of Us Part I\u003c\/i\u003e(TM) and \u003ci\u003eThe Last of Us Part II\u003c\/i\u003e(TM) for PlayStation(R) 5, PlayStation(R) 4, PlayStation(R) 3, and PC. Jason has also developed and taught courses in game technology at the University of Southern California.\u003c\/p\u003e\n            \u003cdiv\u003e\n\u003cstrong\u003eNumber of Pages:\u003c\/strong\u003e 700\u003c\/div\u003e\n            \u003cdiv\u003e\n\u003cstrong\u003eDimensions:\u003c\/strong\u003e 1.27 x 9.93 x 7.02 IN\u003c\/div\u003e\n            \u003cdiv\u003e\n\u003cstrong\u003ePublication Date:\u003c\/strong\u003e April 21, 2026\u003c\/div\u003e\n            ","brand":"BooksCloud","offers":[{"title":"Default Title","offer_id":48429634715897,"sku":"9781041162575","price":140.74,"currency_code":"USD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0789\/2782\/3097\/files\/eMYxNr6BsH9781041162575.webp?v=1779440062","url":"https:\/\/bookscloud.io\/products\/game-engine-architecture-volume-ii-graphics-motion-and-sound-paperback","provider":"BooksCloud Book Dropshipping","version":"1.0","type":"link"}