Introduction --; Tools of the trade --; Fundamentals of software engineering for games --; 3D math for games --; Engine support systems --; Resources and the file system --; The game loop and real-time simulation --; Human interface devices (HID) --; Tools for debugging and development --; The rendering engine --; Animation systems --; Collision and rigid body dynamics --; Introduction to gameplay systems --; Runtime gameplay foundation systems --; You mean there's more?
This book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process.
Computer games -- Programming -- Computer programs.