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Game Engine Architecture, Third Edition
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Table of Contents

Section I Foundations

Chapter 1 Introduction

Chapter 2 Tools of the Trade

Chapter 3 Fundamentals of Software Engineering for Games

Chapter 4 Parallelism and Concurrent Programming

Chapter 5 3D Math for Games

Section II Low-Level Engine Systems

Chapter 6 Engine Support Systems

Chapter 7 Resources and the File System

Chapter 8 The Game Loop and Real-Time Simulation

Chapter 9 Human Interface Devices

Chapter 10 Tools for Debugging and Development

Section III Graphics, Motion and Sound

Chapter 11 The Rendering Engine

Chapter 12 Animation Systems

Chapter 13 Collision and Rigid Body Dynamics

Chapter 14 Audio

Chapter 15 Introduction to Gameplay Systems

Chapter 16 Runtime Gameplay Foundation Systems

Section V Conclusion

Chapter 17 You Mean There’s More?

About the Author

Jason Gregory 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 Hydro Thunder 2 and Offroad Thunder, and wrote the Playstation 2/Xbox animation system for Freaky Flyers and Crank the Weasel. In 2003, Jason moved to Electronic Arts Los Angeles, where he worked on engine and gameplay technology for Medal of Honor: Pacific Assault and served as a lead engineer on the Medal of Honor: Airborne project. Jason is currently a Lead Programmer at Naughty Dog Inc., where he and his colleagues are currently working on The Last of Us: Part II for Playstation 4. He also developed engine and gameplay software for every game in the Uncharted series, and The Last of Us on PS3 and PS4, and has also taught courses in game technology at the University of Southern California.

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