Game Engine Architecture 4Ed – Jason Gregory

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Parallelism and Concurrent Programming operation that can be implemented reliably either with locks or in a lock‑free manner. And if a global ordering is required, we need to identify a stable and deterministic ordering criterion that does not depend on the order in which program events happen to occur. For example, we might sort the list alphabetically, or by priority, or some other useful criterion. The answers to these questions in turn dictate what kind of data structure we’ll want to use. Attempting to use a doubly linked list in a concurrent way (i.e., giving multiple threads mutable access to the list) is like trying to fit a square peg into a round hole.

4.8.2 Transaction-Based Algorithms In the central arbiter solution to the dining philosophers problem, the arbiter or “waiter” hands out chopsticks in pairs: Either a philoso‑ pher receives all of the resources they need (two chopsticks), or they receive none of them. This is known as a transaction. A transaction can be more precisely defined as an indivisible bun‑ dle of resources and/or operations.

Threads in a concurrent system submit transaction requests to a central arbiter of some kind. A trans‑ action either succeeds in its entirety, or it fails in its entirety (because some other thread’s transaction is actively being processed when the request arrives). If the transaction fails, its thread keeps resubmitting the transaction request until it succeeds (possibly waiting for a short time between retries).

Transaction‑based algorithms are common in concurrent and dis‑ tributed systems programming. And as we’ll see in Section 4.9, the concept of a transaction underlies most lock‑free data structures and algorithms. 4.8.3 Minimizing Contention The most efficient concurrent system would be one in which all threads run without ever having to wait for a lock.

This ideal can never be fully achieved, of course, but concurrent systems program‑ mers do attempt to minimize the amount of contention between threads. As an example, consider a group of threads that are producing data and storing it into a central repository.

In this new and improved fourth edition of the highly popular Game Engine Architecture, Jason Gregory draws on his two decades of experience at Midway, Electronic Arts, and Naughty Dog to present both the theory and practice of game engine software develop- ment. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated.

The fourth edition offers the same comprehensive coverage of game engine architecture provided by previous editions, and this first volume covers essential concepts, techniques, tools, and the engine systems that form the core of every game engine. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.

Key Features • ȱCovers both the theory and practice of game engine software development • ȱExamples are grounded in specific technologies, but discussion extends beyond any par- ticular engine or API • ȱIncludes all mathematical background needed • ȱComprehensive text for beginners and also has content for senior engineers Jason Gregory has worked as a software engineer in the games industry since March 1999, and as a professional software engineer since 1994.

He got his start in game programming at Midway Home Entertainment in San Diego, where he worked on tools, engine technol- ogy and gameplay code for Hydro Thunder™ 2 (arcade). He also wrote the PlayStation® 2/ Xbox animation system for Freaky Flyers™ and Crank the Weasel. In 2003, Jason moved to Electronic Arts Los Angeles, where he worked on engine and gameplay technology for Medal of Honor:™ Pacific Assault and served as a lead engineer on the Medal of Honor:™ Airborne project.

Jason is currently a Lead Programmer at Naughty Dog Inc., where he and his team are working on an exciting new game title for PlayStation® 5.

This is a short excerpt from the opening of “” by Unknown, quoted for review and introduction purposes. All rights belong to the copyright holders.

Book Information

  • Unique ID: 9cad5e305b6f1f6f
  • File Extension: .pdf
  • File Size: 63,221,138 bytes (60.292 MB)
  • Title:
  • Author: Unknown
  • ISBN: 9781032443065, 9781032443089, 9781041162582, 9781041162575, 9781003371519, 9781003683605
  • Pages: 629
  • Language: English (en)

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