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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.
List of contents
Preface, 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?
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 tools, engine technology and game play code for
Hydro Thunder(TM) 2 (arcade). He also wrote the PlayStation® 2/Xbox animation system for
Freaky Flyers(TM) and
Crank the Weasel. 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
Medal of Honor:(TM)
Airborne 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® 5. He also developed engine and gameplay software for Naughty Dog's
Uncharted: Drake's Fortune(TM),
Uncharted 2: Among Thieves(TM),
Uncharted 3: Drake's Deception(TM),
Uncharted 4: A Thief's End(TM),
Uncharted: The Lost Legacy(TM),
The Last of Us Part I(TM) and
The Last of Us Part II(TM) for PlayStation® 5, PlayStation® 4, PlayStation® 3, and PC. Jason has also developed and taught courses in game technology at the University of Southern California.