gameenginearchitectureWe’d like to bring to the attention of the community that the new book Game Engine Architecture has just been released, extensively covering the practical issues associated with constructing a full game engine. In the book, Ogre is frequently used as an example of how various engine components can be designed and implemented. It covers subjects from OS and foundation systems, resource management and rendering, animation, collision and physics, and all the way up to the game world object model that ties them all together.  Target audience includes amateurs learning about game development, college students taking game engineering majors or minors, junior members of industry, and even senior folks who are specialized and want to learn more about the rest of the engine.

The book is written by Jason Gregory, a veteran of the game industry, programmer at Naughty Dog, and lecturer at the University of Southern California, where he runs a game development course which also makes regular use of Ogre.  We’re very proud to be featured in the book, which is currently receiving very positive reviews on, and, and certainly recommend that you check it out!

While you’re at it, why not check out our full recommended reading list?