Game Engine Architecture

by Jason Gregory

edited by Jeff Lander and Matt Whiting

Topics Include

  • large-scale C++ software architecture in a games context
  • mathematics for game programming
  • game development tools for debugging, source control and profiling
  • engine subsystems including engine foundation systems, rendering, collision, physics, character animation and game world object models
  • multiplatform game engines
  • game programming in multiprocessor environments
  • tools pipelines and the game asset database


Game Engine Architecture was a nominee for the 2009 Game Developer Magazine Front Line Awards.

The definitive guide to professional game development.

Game Engine Architecture 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 provided in this book make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process.

This book is intended to serve as the course text for a college level series in game programming. It can also be used by amateur software engineers, hobbyists, self-taught game programmers and existing members of the game industry alike. Junior game engineers can use this text to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.

Game Engine Architecture is available for sale now at major outlets including,, and

Cover 2nd ed.

Cover 1st ed.

Second edition on sale now!

The second edition includes a brand new chapter on game audio technology, a discussion of the eighth generation of game consoles (Xbox One and PlayStation® 4), and extended/updated sections on multicore programming, pipelined CPU architecture and optimization, localization, C++11, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment and anti-aliasing. It also provides some new insights into the making of Naughty Dog's latest hit, The Last of Us™. This edition repairs all of the errata forwarded to me by you, my devoted readers! Thank you for the feedback -- keep it coming!

Customer reviews.

Customer reviews of Game Engine Architecture can be found at, and GEA cites the OGRE rendering engine as a great example of how various engine systems can be designed and implemented, and I'm proud to report that GEA was featured on the OGRE web site. GEA was also reviewed on the Real Time Rendering blog. Real Time Rendering is the definitive source of information on modern computer graphics for games and other real-time applications, and I highly recommend it.

Selected reviews and citations: