This book contains short articles that focus on a particular technique, describe a clever trick, or offer practical advice on game engine development. The 31 chapters cover three broad categories: graphics and rendering, game engine design, and systems programming. Professional game developers, students of game development and computer science, and anyone interested in learning how the pros tackle specific problems that arise during game engine development will find useful gems in this collection. Supplementary materials can be found on the book’s website.
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