Reverse Engineering Game Engines & Graphics Pipelines: A Comprehensive Guide to Unreal, Unity, Vulkan, DirectX, and GPU Rendering Internals for Moddin
暫譯: 反向工程遊戲引擎與圖形管線:Unreal、Unity、Vulkan、DirectX 及 GPU 渲染內部結構的全面指南

Munrow, Danny, Van Der Post, Hayden, Bisette, Vincent

  • 出版商: Independently Published
  • 出版日期: 2026-01-08
  • 售價: $1,630
  • 貴賓價: 9.8$1,597
  • 語言: 英文
  • 頁數: 468
  • 裝訂: Quality Paper - also called trade paper
  • ISBN: 9798243179010
  • ISBN-13: 9798243179010
  • 相關分類: 遊戲引擎 Game-engine遊戲引擎 Game-engine
  • 海外代購書籍(需單獨結帳)

商品描述

Reactive Publishing

Reverse engineering game engines is one of those rare domains where software craftsmanship, GPU architecture, and creative curiosity converge. This book gives readers a structured, insider-level understanding of how modern game engines and graphics pipelines really work under the hood, not from a marketing or tutorial perspective, but from the debugging consoles, disassembly windows, GPU profilers, and render doc captures where developers actually interrogate a system.

Reverse Engineering Game Engines & Graphics Pipelines is a comprehensive technical deep dive into Unreal Engine, Unity, Vulkan, DirectX, and modern GPU rendering pathways. Readers will learn how scenes are constructed, how shaders are orchestrated, how resources flow between CPU and GPU, and how engine subsystems communicate across abstraction layers. From here, the book explores practical reverse engineering workflows: identifying modifiable components, isolating performance bottlenecks, detecting and patching memory access, tracing draw calls, reconstructing asset pipelines, and exposing undocumented engine behavior.

The final part of the book focuses on the applied use cases that make reverse engineering such a powerful domain: modding, graphical enhancements, renderer swapping, performance tuning, combating cheat vectors and exploit pathways, and vulnerability discovery across engine boundaries. Throughout, real-world examples showcase tools and techniques for dissecting shaders, debugging GPU workloads, profiling rendering pipelines, and tracing architecture decisions back to code.

Readers will walk away with a grounded understanding of how modern engines and GPU systems operate, how to reason about their internals, and how to manipulate them as systems rather than black boxes. This book serves developers, modders, security researchers, and graphics engineers who want to go past the surface and understand the invisible machinery that makes games run.