Game Engine Architecture

853 Pages · 2009 · 11.96 MB · English

  • Game Engine Architecture

    Game Engine Architecture Game Engine Architecture

    Jason Gregory

    A K Peters, Ltd.

    Wellesley, Massachusetts A K Peters/CRC Press

    Taylor & Francis Group

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    and the A K Peters Web site at

    http://www.akpeters.com Dedicated to

    Trina, Evan and Quinn Gregory,

    in memory of our heros,

    Joyce Osterhus and Kenneth Gregory. Contents

    Foreword xiii

    Preface xvii

    I Foundations 1

    1 Introduction 3

    1.1 Structure of a Typical Game Team 5

    1.2 What Is a Game? 8

    1.3 What Is a Game Engine? 11

    1.4 Engine Differences Across Genres 13

    1.5 Game Engine Survey 25

    1.6 Runtime Engine Architecture 28

    1.7 Tools and the Asset Pipeline 49

    2 Tools of the Trade 57

    2.1 Version Control 57

    2.2 Microsoft Visual Studio 66

    2.3 Profi ling Tools 85

    vii viii Contents

    2.4 Memory Leak and Corruption Detection 87

    2.5 Other Tools 88

    3 Fundamentals of Software

    Engineering for Games 91

    3.1 C++ Review and Best Practices 91

    3.2 Data, Code, and Memory in C/C++ 98

    3.3 Catching and Handling Errors 128

    4 3D Math for Games 137

    4.1 Solving 3D Problems in 2D 137

    4.2 Points and Vectors 138

    4.3 Matrices 151

    4.4 Quaternions 169

    4.5 Comparison of Rotational Representations 177

    4.6 Other Useful Mathematical Objects 181

    4.7 Hardware-Accelerated SIMD Math 185

    4.8 Random Number Generation 192

    II Low-Level Engine Systems 195

    5 Engine Support Systems 197

    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 Confi guration 252

    6 Resources and the File System 261

    6.1 File System 262

    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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