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. This is an engineering book. You will not find much prose in here (the author’s English is broken anyway.) Instead, this book has only bit of text and plenty of drawings attempting to describe in great detail the Wolfenstein 3D game engine and its hardware, the IBM PC with an Intel 386 CPU and a VGA graphic card. Game Engine Black Book details techniques such as raycasting, compiled scalers, deferred rendition, VGA Mode-Y, linear feedback shift register, fixed point arithmetic, pulse width modulation, runtime generated code, self-modifying code, and many others tricks. Open up to discover the architecture of the software which pioneered the First Person Shooter genre.
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两口气读完的,非常精彩,只是感觉相比id software的那帮人,自己只是个搭积木的
评分两口气读完的,非常精彩,只是感觉相比id software的那帮人,自己只是个搭积木的
评分两口气读完的,非常精彩,只是感觉相比id software的那帮人,自己只是个搭积木的
评分两口气读完的,非常精彩,只是感觉相比id software的那帮人,自己只是个搭积木的
评分两口气读完的,非常精彩,只是感觉相比id software的那帮人,自己只是个搭积木的
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