Game Engine Architecture by Jason Gregory

This is the book I’ve been wanting to read for a long time. With close to 1000 pages of pure content, you get a heavily condensed compendium on good, bad and typical practices in game engine design. What’s great about this book is that even though it reads like something straight out of a university library, all the information is based on the author’s practical experience. This means that there’s relatively very little “dry” theory in favor of analysis of real life applications and how each component may perform on current gaming hardware. The latter was something I found especially interesting, since there’s very few articles out there that give you a decent comparison of the XBox or PS4 hardware against a desktop PC. If you never worked in AAA gamedev, you will definitely learn a lot. That said, the book is clearly aimed at people with various programming or industry experience. If you already shipped a title, you may find some parts of the book rather obvious. Nevertheless even having prior knowledge of the covered topics didn’t prevent me from catching some interesting quirks, making going through the entire thing worthwhile.

Effective Modern C++ by Scott Meyers

If you’ve been on the C++ bandwagon for a while you probably heard about Scott Meyers and his “Effective...” book series. While I haven’t read every single one of them, the ones I did check out always came packed with highly compressed information on how to become a more productive C++ programmer. “Effective Modern C++” is, thankfully, no exception.