---
product_id: 33989733
title: "Game Engine Design and Implementation"
brand: "alan thorn"
price: "€ 298.47"
currency: EUR
in_stock: true
reviews_count: 6
url: https://www.desertcart.be/products/33989733-game-engine-design-and-implementation
store_origin: BE
region: Belgium
---

# Game Engine Design and Implementation

**Brand:** alan thorn
**Price:** € 298.47
**Availability:** ✅ In Stock

## Quick Answers

- **What is this?** Game Engine Design and Implementation by alan thorn
- **How much does it cost?** € 298.47 with free shipping
- **Is it available?** Yes, in stock and ready to ship
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## Description

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## Customer Reviews

### ⭐⭐⭐⭐ 







  
  
    Decent Book, But Doesn't Live Up to the Title. Still Probably Worth Reading.
  

*by A***Z on Reviewed in the United States on April 28, 2014*

Alan Thorn’s Game Engine Design and Implementation was quite an interesting read. Overall I thought it was good, but the book struggles at times to find it’s audience. On one hand, it covers a lot of great topics and there are some good code snippets to be found. On the other hand, it seems to jump around between APIs and frameworks and never really culminates with a complete engine. Even so, engine development is no breeze and any help in this area is much appreciated.The text begins with the basics: downloading Visual Studio or Code::Blocks and configuring a development environment. It shows you how to create and call a DLL. Some brief coverage of the STL. All useful stuff. Then it moves on to some basic engine features, like logging errors and handling exceptions. Again a great place to start. It continues with a resource manager based on XML. Then a 2D scene manager and renderer using SDL. Supporting sound and music with the BASS library. Processing input with OIS. Then a renderer with DirectX 10. Great stuff. Then in the next chapter it throws out everything you just learned and jumps to working with OGRE. Don’t get me wrong, OGRE is a great API. But it seems strange for a book titled “Game Engine Design and Implementation” to use an off-the-shelf library and not code the, erm, implementation themselves. The book follows up with coverage of Bullet physics and ends with a brief overview of DX Studio, which is an all-in-one game engine solution.While each chapter alone is very interesting and informative, I feel like the book as a whole lost it’s focus somewhere and the engine that you think you are creating at the beginning of the book never materializes. I almost feel bad, it’s like the author started with one premise of creating an engine from scratch, and then gives up half-way. I even agree that using pre-built tools are a good idea in many cases, and most people don’t want to re-invent SDL or OGRE or whatever. But there are other books that focus on these engines and frameworks. People picking up a book like “Game Engine Design and Implementation” probably are more interested in rolling their own engine.That said, I still feel like the book was a worthwhile read and I did learn a little bit about some stuff and found it useful. Going in I had read the reviews on Amazon, and I knew the author was going to jump around with different libraries. Had I not known this I may have been more upset. As is, Alan Thorn is a competent writer and clearly knows a thing or two about game engines. I guess I just wish there was more of a focus on creating something cohesive and original and not just a jumble of introductions into different APIs. However, if you are on a journey (like me) of creating a 3D game engine you will need as much ammo has possible and this book certainly has a place in the arsenal. Just not the first place.

### ⭐⭐⭐ 







  
  
    Good Book
  

*by R***B on Reviewed in the United States on January 31, 2011*

I don't have any game engine experience and I got this book to help me out.The first few chapters are great. They explain a lot about game engines; generally, how they work and why.The author even shows you how to create your own c++ game engine from scratch. I love this.He also makes a point that game engine design is a huge topic that cannot be covered in one book, however at times it seems like he is trying to, which hurts the content.In the chapter about a DirectX 10 Render Manager, he spends over 100 pages talking about it and how to write a basic one. At the end he explains that the manager he just showed you is actually a piece of crap: camera doesn't move at all, no lighting, etc. The very next chapter (3D Scene Manager) he completely throws out directX and uses OGRE 3D.I have no problem at all seeing a lot of different examples / ways of creating the different parts of the engine. But I'd also look to different books/resources for different examples. I was looking at this for consistency, which falls apart midway through.

### ⭐⭐⭐ 







  
  
    Amazing book except for last 2 chapters!
  

*by J***S on Reviewed in the United States on January 15, 2012*

Ok so the main part of this book the first 9 chapters is all about building a game engine and it is pretty damn good at doing it too.  I was thinking it must be the very best book I ever read on programming in general, good code, good explanations and everything was going very well.In comes chapter 10 where the book moves away from using directx directly and into using Ogre3D, this is a really good thing because Ogre3D is very good SDK and makes using directx/opengl very easy.  He explains the basics pretty good but thats all, he NEVER implements Ogre3D into the engine that the previous 9 chapters where all about building.  Doesn't make any sense to just abandon the engine all together,  And strangely he never even mentions the engine again from the beginning of this chapter on.  And since the chapter you build a directx10 renderer doesn't include any way to load models from file, you are left with an engine that CAN'T draw 3d models from a file, and several other important missing features that Ogre3D provides.So that was a HUGE dissapointment.In comes chapter 11 where you are introduced to bullet physics SDK again this is not incorported into the engine.  It is just a very light intro to it.So if he had put the ogre3d renderer in the engine this book would have been really good but because at the end you have just a pile of worthless code, its only worth 3/5 stars to me.  Those 3 stars are because I did learn a lot from the early chapters.

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*Product available on Desertcart Belgium*
*Store origin: BE*
*Last updated: 2026-05-16*