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Game Engine Foundations With C++

A Practical Guide for Modern C++ Developers

Game Engine Foundations With C++: Build Professional-Grade Game Engines from Scratch

If you’re an experienced C++ developer looking to design, build, and optimize your own high-performance game engine, this is your blueprint.

Most books waste your time with beginner fluff. This one gets straight to the engineering. You’ll learn how to create your own modular, scalable, production-ready game engine—step-by-step—without filler or irrelevant toy examples.

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About

About

About the Book

Game Engine Foundations With C++: Build Professional-Grade Game Engines from Scratch

If you’re an experienced C++ developer looking to design, build, and optimize your own high-performance game engine, this is your blueprint.

Most books waste your time with beginner fluff. This one gets straight to the engineering. You’ll learn how to create your own modular, scalable, production-ready game engine—step-by-step—without filler or irrelevant toy examples.

Inside you’ll discover:

  • Engine Architecture That Scales – Learn the Entity-Component System, modular design, and proven game engine patterns.
  • Rendering Systems & Graphics Pipelines – From API setup (OpenGL, DirectX, Vulkan) to advanced rendering techniques like deferred shading, shadow mapping, and reflections.
  • Physics Integration – Implement Bullet, Box2D, or your own collision detection and rigid body dynamics.
  • Input & Event Handling – Cross-platform systems for keyboards, controllers, touchscreens, and custom mappings.
  • Audio Systems – Spatial and positional audio with real-time performance optimization.
  • Performance Engineering – Memory pooling, cache optimization, and multithreading strategies for real-time responsiveness.

What makes this book different:

  • Written exclusively for developers who already know C++.
  • Practical exercises that build components you can actually use.
  • Detailed infographics to make complex systems instantly clear.
  • Production-ready C++ sample code to adapt and extend in your own projects.

Whether you want to launch your own indie engine, stand out for AAA studio roles, or simply master the deep engineering behind modern games, Game Engine Foundations With C++ delivers the knowledge, patterns, and workflows you need.

Stop just using game engines—start building them. Scroll up and click Buy Now to begin.

From the Editor at Burst Books — Gareth Thomas

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About the Author

gareth thomas

Gareth Morgan Thomas is a qualified expert with extensive expertise across multiple STEM fields. Holding six university diplomas in electronics, software development, web development, and project management, along with qualifications in computer networking, CAD, diesel engineering, well drilling, and welding, he has built a robust foundation of technical knowledge.

Educated in Auckland, New Zealand, Gareth Morgan Thomas also spent three years serving in the New Zealand Army, where he honed his discipline and problem-solving skills. With years of technical training, Gareth Morgan Thomas is now dedicated to sharing his deep understanding of science, technology, engineering, and mathematics through a series of specialized books aimed at both beginners and advanced learners.

Contents

Table of Contents

Chapter 1. Introduction to Game Engine Architecture

Section 1. What is a Game Engine?

  • Definition and Core Components
  • Examples of Popular Game Engines
  • Differences Between Game Engines and Games

Section 2. Overview of C++ in Game Development

  • Why Use C++ for Game Engines?
  • Pros and Cons of C++ in Game Development
  • Key C++ Features for Game Engine Development

Section 3. Setting Up the Development Environment

  • Choosing the Right IDE and Compiler
  • Setting Up CMake for Cross-Platform Development
  • Tools and Libraries for Game Engine Development

Section 4. Project Structure and Organization

  • Structuring Your Engine Project
  • Managing Dependencies and Libraries
  • Best Practices for Code Organization

Chapter 2. Core Engine Architecture and Design Patterns

Section 1. Overview of Engine Architecture

  • Layers of a Game Engine
  • Modular vs. Monolithic Design
  • Real-Time Constraints and Requirements

Section 2. Key Design Patterns in Game Engines

  • Entity-Component System (ECS)
  • Singleton and Factory Patterns
  • State Machine and Observer Patterns

Section 3. Creating the Game Loop

  • Basics of Game Loops
  • Fixed vs. Variable Time Steps
  • Implementing a Simple Game Loop in C++

Section 4. Memory Management Techniques

  • Memory Allocation Strategies
  • Object Pooling and Memory Pools
  • Cache Optimization for Performance

Chapter 3. Rendering Systems and Graphics Pipeline

Section 1. Introduction to Rendering Concepts

  • 2D vs. 3D Rendering
  • Overview of Graphics APIs (OpenGL, DirectX, Vulkan)
  • Rendering Pipeline Basics

Section 2. Setting Up a Basic Renderer

  • Creating a Window and Initializing the Renderer
  • Handling Frame Buffers and Draw Calls
  • Rendering Basic Shapes

Section 3. Shaders and Materials

  • Introduction to Shaders and Shader Language
  • Creating and Managing Materials
  • Implementing Basic Lighting Models

Section 4. Advanced Rendering Techniques

  • Deferred Shading and Post-Processing
  • Shadow Mapping and Reflections
  • Optimization Techniques for Real-Time Rendering

Chapter 4. Input Systems and Event Handling

Section 1. Basic Input Handling

  • Keyboard and Mouse Input Processing
  • Polling vs. Event-Based Input
  • Handling Multiple Input Devices

Section 2. Controller and Touch Input

  • Implementing Gamepad Support
  • Managing Touch Input for Mobile Devices
  • Handling Input Mapping and Custom Controls

Section 3. Event Handling System

  • Designing an Event System
  • Handling Game Events and User Input
  • Using Event Queues for Efficiency

Section 4. Creating an Input Abstraction Layer

  • Separating Input Logic from Engine Core
  • Managing Cross-Platform Input Compatibility
  • Building a Modular Input System

Chapter 5. Physics Engine Integration

Section 1. Physics Basics and Concepts

  • Rigid Body Dynamics and Collision Detection
  • Overview of Physics Libraries (Bullet, Box2D)
  • Key Physics Concepts in Game Engines

Section 2. Implementing a Physics System

  • Setting Up a Physics World
  • Creating Rigid Bodies and Colliders
  • Managing Collisions and Response

Section 3. Advanced Collision Detection Techniques

  • Broadphase and Narrowphase Detection
  • Collision Resolution and Impulse Calculation
  • Optimizing Collision Detection Performance

Section 4. Integrating Physics with the Game Engine

  • Updating the Game Loop for Physics
  • Synchronizing Physics with Rendering
  • Creating Physics-Based Game Mechanics

Chapter 6. Audio Systems and Sound Management

Section 1. Introduction to Game Audio

  • Overview of Audio Components in Games
  • Basics of Digital Sound Processing
  • Audio Libraries and Tools for C++

Section 2. Implementing Sound Playback

  • Loading and Playing Sound Effects
  • Handling Background Music and Looping
  • Managing Sound Channels

Section 3. Spatial Audio and 3D Sound

  • Basics of Spatial Sound
  • Implementing Positional Audio Effects
  • Integrating 3D Sound with Game World

Section 4. Audio System Optimization

  • Reducing Latency and Improving Audio Quality
  • Managing Audio Resources Efficiently
  • Best Practices for Game Audio

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