---
product_id: 444198257
title: "Game Engine Architecture, Third Edition"
price: "R3564"
currency: ZAR
in_stock: true
reviews_count: 5
url: https://www.desertcart.co.za/products/444198257-game-engine-architecture-third-edition
store_origin: ZA
region: South Africa
---

# Game Engine Architecture, Third Edition

**Price:** R3564
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- **What is this?** Game Engine Architecture, Third Edition
- **How much does it cost?** R3564 with free shipping
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Buy Game Engine Architecture, Third Edition by Gregory, Jason online on desertcart.ae at best prices. ✓ Fast and free shipping ✓ free returns ✓ cash on delivery available on eligible purchase.

Review: There are supposed to be color images at the back of the book, but my copy has only black and white images. I'm not sure if this is an original copy. The content otherwise is however superb.
Review: Unlike my last review, this one I'm happy to write. I'm a game engine programmer, but I don't have a long history with games, and how their engines are typically structured. Every in-house AAA engine will be different of course, and obviously you won't find books (or typically any docs at all really) on the structure of these behemoths, so the best you can hope for is something that tries to give you the high level overview of what to look for - how a tools pipeline is setup, what subsystems to expect, how they interact, etc. This book provides all of that, and so, so much more. I really can't believe how much is packed in this thing. A really nice section on OS fundamentals, extensive coverage of concurrent programming, tools, audio, physics, it's all there (in one way or another). Like most of these kinds of books, you probably don't want to try and read it front to back (although that would be awesome, who has the time for that?) Instead, I've been going to sections on an as-needed basis and picking up just the stuff I need most at that time, and it's been great. I'm at the point in my career where I'm just not buying as many books as I used to, either because they don't deliver on their promises, they only cover the basics, or they just rehash things that have already been covered extensively in other books. This book's definitely got me excited, because it provides a ton of real-world info that's hard to get anywhere else. 100% recommend to anyone new to game engine software development. UPDATE: 6 months later, and this book continues to amaze. After studying every line of code in the section on memory allocators, I've added this feature to my engine and it works great. Same with quaternions. I just keep finding myself reaching for this book! What a great resource, rock solid.

## Technical Specifications

| Specification | Value |
|---------------|-------|
| Best Sellers Rank | #151,013 in Books ( See Top 100 in Books ) #53 in Video Game Design #88 in Game Programming #245 in Computer Graphics & Design |
| Customer reviews | 4.7 4.7 out of 5 stars (247) |
| Dimensions  | 19.69 x 6.35 x 23.5 cm |
| Edition  | 3rd |
| ISBN-10  | 1138035459 |
| ISBN-13  | 978-1138035454 |
| Item weight  | 2.68 Kilograms |
| Language  | English |
| Print length  | 1240 pages |
| Publication date  | 17 August 2018 |
| Publisher  | A K Peters/CRC Press |

## Images

![Game Engine Architecture, Third Edition - Image 1](https://m.media-amazon.com/images/I/61DS4uvJfcL.jpg)

## Customer Reviews

### ⭐⭐⭐⭐ Review
*by A***R on 22 May 2019*

There are supposed to be color images at the back of the book, but my copy has only black and white images. I'm not sure if this is an original copy. The content otherwise is however superb.

### ⭐⭐⭐⭐⭐ Review
*by T***R on 18 August 2019*

Unlike my last review, this one I'm happy to write. I'm a game engine programmer, but I don't have a long history with games, and how their engines are typically structured. Every in-house AAA engine will be different of course, and obviously you won't find books (or typically any docs at all really) on the structure of these behemoths, so the best you can hope for is something that tries to give you the high level overview of what to look for - how a tools pipeline is setup, what subsystems to expect, how they interact, etc. This book provides all of that, and so, so much more. I really can't believe how much is packed in this thing. A really nice section on OS fundamentals, extensive coverage of concurrent programming, tools, audio, physics, it's all there (in one way or another). Like most of these kinds of books, you probably don't want to try and read it front to back (although that would be awesome, who has the time for that?) Instead, I've been going to sections on an as-needed basis and picking up just the stuff I need most at that time, and it's been great. I'm at the point in my career where I'm just not buying as many books as I used to, either because they don't deliver on their promises, they only cover the basics, or they just rehash things that have already been covered extensively in other books. This book's definitely got me excited, because it provides a ton of real-world info that's hard to get anywhere else. 100% recommend to anyone new to game engine software development. UPDATE: 6 months later, and this book continues to amaze. After studying every line of code in the section on memory allocators, I've added this feature to my engine and it works great. Same with quaternions. I just keep finding myself reaching for this book! What a great resource, rock solid.

### ⭐⭐⭐⭐⭐ Review
*by V***N on 26 June 2023*

One of the most important books I own as of now. Really deep dives through everything.

## Frequently Bought Together

- Game Engine Architecture, Third Edition
- Game Programming Patterns
- Real-Time Rendering, Fourth Edition

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*Product available on Desertcart South Africa*
*Store origin: ZA*
*Last updated: 2026-03-11*