@book{Gregory.2009, abstract = {This book provides readers with an in-depth exploration of 3D game engine architecture. It covers state-of-the-art software architecture principles in the context of game engine design, investigates the subsystems typically found in a real production game engine, surveys engine architectures from actual shipping games, and explores how the differences between game genres can affect engine design. Topics covered include large-scale C++ software architecture in a games context; engine subsystems including rendering, audio, collision, physics and game world models; multi-player engines; tools pipelines for modern games.}, author = {Gregory, Jason}, edition = 1, interhash = {a068c7c0b8a3b5b65e8ee527f6c8986c}, intrahash = {e00f797003eb3238f7ecf560276d3d3e}, privnote = {ISBN = {1568814135} No. 320}, publisher = {Taylor & Francis Ltd.}, title = {Game engine architecture}, year = 2009 }