Game Engine Black Book, Wolfenstein 3D

How was Wolfenstein 3D made and what were the secrets of its speed How did id Software manage to turn a machine designed to display static images for word processing and spreadsheet applications into the best gaming platform in the world, capable of running games at seventy frames per seconds If you have ever asked yourself these questions, Game Engine Black Book is for you. Free Download Kindle ePUB Game Engine Black Book, Wolfenstein 3D by Fabien Sanglard – kino-fada.fr This is a really fun walkthrough of the codebase of Wolfenstein A game where the graphics were ahead of its time, but the team refused to let that lower their ambitions It goes into John Carmack found a way to use use integers as floating points since there was no hardware support for floating points , how all assets were rotated 90 degrees since writing vertically was faster than horizontally, and so many other neat tricks It s refreshing to see software written by someone who has such an This is a really fun walkthrough of the codebase of Wolfe...I programmed in assembly on Z80, 8086, 286 and 386 and I still remember for some reason what you are supposed to put after SET BLASTER in your autoexec.bat I played Wolfenstein 3D shortly after it was released and made its way int ex USSR territories on floppynet So no wonder that this book was a huge nostalgy trip for me Book has lots and lots of technical details without being overwhelming or dominated by listings Very nice coverage of VGA, sou...The two interesting bits of Wolfenstein 3D everyone always talks about when they talk about Wolfenstein 3D are the ray casting algorithm and the LFSR powering the FizzleFade that happens when you die or kill a boss the rest of it is mostly just predictable boilerplate and unexciting optimisations some of which may be of interest to VGA historians, but almost all of which will certainly doharm than good today , plus one or two semi interesting bits about AI that turn out to be very The two interesting bits of Wolfenstein 3D everyone always talks about when they talk about Wolfenstein 3D are the ray casting algorithm and the LFSR powering the FizzleFade that happens when you die or kill a boss the rest of it is mostly just predictable boilerplate and unexciting optimisations some of which may be of interest to VGA historians, but almost all of which will certainly doharm than good today , plus one or two semi interesting bits about AI that turn out to be very rudimentary Because those optimisations and some of the other choices require some techno historical context, Sanglard also includes a bunch of that some of it is interesting I want a Disney Sound Source now , a lot of it is very much not , and because nothing in video games can ever not be about Personalities, there...You have to take this as a self published book containing content from the blog of a guy who speaks English as a second language This isn t a coffee table book or a collector s item it s a practical, honest, naive in a charming way book in the tradition of early id itself Lots of smarts, enthusiasm, but rough execution How about that fingerprint magnet cover I read mine once with tea and biscuits and it s a mess Anyway, the form is lacking The substance is great It s fascinating to You have to take this as a self published book containing content from the blog of a guy who speaks English as a second language This isn t a coffee table book or a collector s item it s a practical, honest, naive in a charming way book in the tradition of early id itself Lots of smarts, enthusiasm, but rough execution How about that fingerprint magnet cover I read mine once with tea and biscuits and it s a mess Anyway, the form is lacking The substance is great It s fascinating to read about how closely coupled the software was to the hardware The tricks and hacks involved are both humorous and delightful And for any programmer, there s a simplicity and ingenuity to the problems posed by a simple 3D game like Wolf You can get your teeth into the total program in a way you can t with modern engines and their baroque pipelines requiring serious academic mathematics.Fabien has a knack for diagrams if not explanation, and if ...I can t believe I actually finished this book After months of anticipating for the release of this book I did my very best to read it extremely sloooooow I even mixed it with re reading Masters of Doom This book is awesome in all dimensions awesome can possibly extend And I sincerely hope that Fabian Sanglard is able interested working hurry up man in actually building up a series describing the ID engines.Everyone who has ever played wolf3d has no excuse not to read to book to I can t believe I actually finished this book After months of anticipating for the release of this book I did my very best to read it extremely sloooooow I even mixed it with re reading Masters of Doom This book is awesome in all dimensions awesome can possibly ext...What a great book Remind me highschool years with this game and hardware A lot of cool hacks by John Carmack when he was struggling with limitations of hardware that era neither double buffering nor API for...A wonderful book for anyone wants to jump back to the 90s and discover how id Software invented the first FPS of game history The book is worth its price just for the wonderful 2 page explanation of the floating p...Clearly a semi professional publication and riddled with spelling and grammatical errors, but so much fun to read This book is aimed squarely at geeks probably best read if you re both into programming and have a history with PC gaming Didn t understand all of what is described, but it is definitely an eye opener to the ingenuity required to write a 3D game in the early 90s on hardware that wasn t built for gaming, let alone 3D Oh and now, 28 years later, I finally understand what I was Clearly a semi professional publication and riddled with spelling and grammatical errors, but so much fun to read This book is aimed squarely at geeks probably best read if you re both into programming and have a history with PC gaming Didn t understand all of what is described, but it is definitely an eye opener to the ingenuity required to wr...Needed better editing, but very good overall Was surprised to learn what emm386 actually did using v86 The book is printed in full color which is a nice touch Hoping forbooks from Fabien like this one.Surprisingly readable walkthrough of roughly 25 year was led game engine code Lots of diagrams and clear writing makes it very understandable.I hope he doesof these for the rest of the open sourced Id games.


      Game Engine Black Book, Wolfenstein 3D
  • English
  • 27 November 2018
  • Hardcover
  • 315 pages
  • Fabien Sanglard
  • Game Engine Black Book, Wolfenstein 3D