Monday, September 23, 2013

I'm wrapping up work on the 2nd Edition of Game Engine Architecture. This edition addresses all of the errata and suggestions sent to me by my loyal readers. :) I've also updated several key sections including Unicode, C++11, game console architecture (adding coverage of PS4 and Xbox One), and more. Finally, I've added a brand new chapter on game audio. The 2nd Edition should be available in time for GDC 2014 this coming March.

Cheers,
J

12 comments:

  1. Thank you very much Mr. Gregory for your amazing work!

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  2. Looking forward to this!

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  3. Great to know! You are making a fantastic work with these book. Will it include a AI chapter in future versions? ;)

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  4. I won't be covering AI in any revision of this book, because the book is really about the engine... everything from the hardware abstraction layer up to the game object model that bridges the gap between the engine and the game itself. But I may well write another book about higher-level game technology, like player mechanics, cameras, AI, weapon systems, vehicles, etc. Someday. Maybe!

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  5. Hi, I have your first edition and it was very excellent. Can't wait to get the second one!
    I have a few comments/questions too:
    1. suggestion: make a mailing list or something like that so that your books updates and related infos are sent to me by email? I didn't even knew there was a blog until recently.
    2. you are saying you are covering PS4 and XBONE, but do you meant that you are explaining in that version how to setup an engine exploiting concurrency? even on PC? (where you don't know how many computation units are available)
    I'm asking because I spent the last half year and this year working on a game-specific-engine which uses concurrency where (I believe is) appropriate, but I don't have a team or mentor to give me feedback on the architecture, and so far, other than setting up code tools to help me manage that layer of complexity, I didn't have any major problems (the tools also help a lot in case of concurrency related bugs, but I didn't get a lot that I couldn't fix so far).
    If you have recommendations about the concurrency topics, they are also welcome. I read about the Capcom's engine architecture, and other ways to do it, so I believe I got a nice arch. but it's very hard to figure when the game isn't finish yet and I'm not in an optimization phase yet (I decided to use concurrency because I wanted the game to scale and also because it's a game with discrete spatial states and no physics so there is no inter dependency between game state and representations)

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  6. I'm sorry to announce that we have pushed the release date out to July 8, 2014 due to some unforeseen difficulties during the copy editing process. My publisher and I continue to work hard to get the book out to you all. Thanks for your patience!

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  7. So looking forward to this! Just finished C++ Primer 6 Ed. and looking for more intermediate topics to learn!

    Thank you for your contribution to the community and your knowledge.

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  8. It appears the 2nd edition of your book keeps getting delayed further and further :(

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  9. Hi,

    Are there any plans to release the book on Kindle or any other eBook format?

    They're a lot easier to read on the commute! :)

    Thanks

    Steve

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