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Game Engine Design and Implementation
Author: Alan ThornOVERVIEW
Part of the new Foundations of Game Development Series!
Almost every video game on the market today is powered by a game engine. But, what is a game engine? What does it do? How are they useful to both developers and the game? And how are they made? These, and other important engine-related questions, are explored and discussed in this book. In clear and concise language, this book examines through examples and exercises both the design and implementation of a video game engine. Specifically, it focuses on the core components of a game engine, audio and sound systems, file and resource management, graphics and optimisation techniques, scripting and physics, and much more. Suitable for students, hobbyists, and independent developers, this no-nonsense book helps fine tune an understanding of solid engine design and implementation for creating games that sell.
Scroll down to the Samples tab to preview Chapter 1: Game Engines – Details and Design
TABLE OF CONTENTS
Part 1 Theory, Design, and Preparation
Chapter 1 Game Engines – Details and Design
Chapter 2 Configuring a Game Engine Project
Part 2 Implementing the Engine
Chapter 3 Error and Log Manager
Chapter 4 Resource Management
Chapter 5 2D Render Manager with SDL
Chapter 6 2D Scene Manager
Chapter 7 Music and Sound with the AudioManager
Chapter 8 Reading and Processing User Input
Chapter 9 3D Render Manager with DirectX 10
Chapter 10 Scene Management and OGRE 3D
Chapter 11 Rigid Body Physics with Bullet Physics
Chapter 12 Focus on DX Studio: Engine Tools, Editors and Scripting
Appendix A Game Engines, Tools and Libraries
Appendix B OIS Keyboard Scan Codes
Appendix C DX Texture Format Constants
Appendix D Windows Messages
Appendix E BSD Licence
Appendix F MIT License
Appendix G The zlib/libpng License
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