Game Engine Design and Implementation
Book information
Description
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. Credits Contents Introduction Part 1: Theory, Design, and Preparation 1 Game Engines—Details and Design 2 Configuring a Game Engine Project Part 2: Implementing the Engine 3 Error and Log Manager 4 Resource Management 5 2D Render Manager with SDL 6 2D Scene Manager 7 Music and Sound with the Audio Manager 8 Reading and Processing User Input 9 3D Render Manager with DirectX 10 10 Scene Management and OGRE 3D 11 Rigid Body Physics with Bullet Physics 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 License Appendix F: MIT License Appendix G: The zlib/libpng License Index
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