书名：Game Engine Architecture, Second Edition
A 2010 CHOICE outstanding academic title, this updated book covers the theory and practice of game engine software development. It explains practical concepts and techniques used by real game studios, such as Electronic Arts and Naughty Dog. Suitable for both beginners and seasoned engineers, the text includes all the required mathematical background. Examples are grounded in specific technologies, but the discussions extend beyond any particular engine or API. This edition adds new material, including a chapter on audio.
Jason Gregory has worked as a professional software engineer since 1994. He got his start in game programming in 1999 at Midway Home Entertainment in San Diego, where he wrote tools and engine code, including the Playstation 2/Xbox animation system for Freaky Flyers, Hydro Thunder 2 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: Pacific Assault and served as a lead engineer during the Medal of Honor: Airborne project. Jason is currently a lead programmer at Naughty Dog Inc., where he most recently completed work on The Last of Us. He also developed engine and gameplay technology for Naughty Dog's Uncharted: Drake's Fortune, Uncharted 2: Among Thieves and Uncharted 3: Drake's Deception, and taught courses in game technology at the University of Southern California.
@ [已注销] 可惜有些章节着墨太少，看的不过瘾 @ 风城凌 在图书馆白嫖的早年版本……太好了呜呜呜虽然有几章看不进去但是补了很多的知识点，而且稍微有一点学的东西成体系了的感觉 @ 海滨 第二版等中文啊！ @ [已注销] 酣畅淋漓而意犹未尽，动画章节足以值回票价，但物理等章节浅尝辄止。希望这本书未来加入更多的作者，充实内容，对得起这个书名 @ 风城凌 在图书馆白嫖的早年版本……太好了呜呜呜虽然有几章看不进去但是补了很多的知识点，而且稍微有一点学的东西成体系了的感觉 @ [已注销] 可惜有些章节着墨太少，看的不过瘾 @ [已注销] 酣畅淋漓而意犹未尽，动画章节足以值回票价，但物理等章节浅尝辄止。希望这本书未来加入更多的作者，充实内容，对得起这个书名 @ 海滨 第二版等中文啊！