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Game Engine Design and Implementation

Author(s): Alan Thorn
  • ISBN-13: 9780763784515
  • Paperback    594 pages      © 2011
Price: $127.95 US List
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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 optimization 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

Features & Benefits

  • Provides a comprehensive exploration of Game Engine design and implementation accessible to students, hobbyists, and novice game programmers
  • Examines how general purpose engines can be tweaked for specific game genres such as Action, RPG, Strategy, and Adventure
  • Examines both 2D tile-based and real-time 3D engines
  • Provides tips on how to make games cross-platform
  • Explores input, audio, game tools, map editors, scripting, and more
  • Includes self-tests, questions, exercises, and source code examples

Applicable Courses

Appropriate courses include Game Programming, Game Engine Programming, and Game Engine Development.

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

Alan Thorn

Alan Thorn is an independent game developer, mathematician, and freelance programmer with more than 11 years of industry experience. He currently works as a consultant for some of the largest corporations in the entertainment and leisure arena, helping to deliver interactive DVDs, content management systems, and artificially intelligent software. He is also the author of Introduction to Game Programming with C++, DirectX9 User Interfaces: Design and Implementation, and DirectX 9 Graphics: The Definitive Guide to Direct 3D.

Additional Titles by this Author
  • Covering ideas for any genre, any graphical style, and more, Alan Thorn makes an excellent and complete comprehensive entry into the Fundamentals of Game Development Series, which serve well in helping game designers understand and pursue their dreams. Game Engine Design and Implementation is a fine pick and valuable resource, highly recommended.

    -Midwest Book Review

  • "This work is a fairly advanced course resource discussing game engine programming; most other related textbooks are at a more introductory programming level. Thorn, an author, a game developer, a mathematician, and a programmer, discusses key components of a typical game engine and provides a valuable examination of game engine architecture. Another significant advantage is that Thorn uses the C++ programming language--an excellent choice because most commercial game engines are written in C++. Students who are thinking about careers in game engine programming must know C++ at an expert level. Other key components discussed are graphics libraries and physics algorithms...This work is a very good course resource for intermediate-level programmers and an excellent stepping-stone to more advanced topics."

    - J. Brzezinski
    formerly, DePaul University

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