Download Ebook Game Engine Black Book: Wolfenstein 3D
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Game Engine Black Book: Wolfenstein 3D
Download Ebook Game Engine Black Book: Wolfenstein 3D
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Product details
Paperback: 317 pages
Publisher: CreateSpace Independent Publishing Platform (December 2, 2018)
Language: English
ISBN-10: 1727646703
ISBN-13: 978-1727646702
Product Dimensions:
7.5 x 0.8 x 9.2 inches
Shipping Weight: 1.6 pounds (View shipping rates and policies)
Average Customer Review:
4.4 out of 5 stars
8 customer reviews
Amazon Best Sellers Rank:
#221,440 in Books (See Top 100 in Books)
A great resource but riddled with typos even in the 2nd edition. I believe English is not the author's first language. It could have used more eyes in editing, not only in proofreading but also in simplifying some clunky run-on sentences. Appendix G, a transcript of a John Carmack interview, is so rough and inaccurate that it appears nobody looked at it before publishing. Hopefully the 3rd edition will bring the book up to the level of polish it deserves.
I've just recently read "Masters of Doom" so this book feels like a great addition (and right on time) since it adds code factor to human side of the story.This book is not only great at bringing the memories and explanation how Wolf was created, but also memories about entire era -- going cheap road of 386-SX, the PC sound (or rather lack of it), etc. For me personally it also brings memories how much I hated PC architecture after switching from Amiga (even now I cannot stand x86 asm).I don't have much more to say about pros -- if you played games in '80/'90, you write programs or at least you are interested in it, and you don't mind getting back in time -- this is great read. I could hardly put it down, because one interesting chapter follows another interesting chapter.But not everything is roses -- super minor thing is intro, when author starts from the major problems of '90 computers "one word -- framebuffer", and then explains no other machine could match 386. Ooook, what it has to do with framebuffer? Other machines didn't have framebuffers or something?Another issue is coal-like structure of the cover -- it is fingerprint magnet and probably it is the first book I saw such case. After reading, the book looks like a crime scene.My major complain are diagrams. Their size. HUGE. ENORMOUS diagrams. I have the feeling if only diagram could span on two pages, author would make such move. As the effect you have little text per page and those 317 pages feel more like 150. I really hate (!) this trick, in my opinion it is simply cheating, because potential buyer sees "317 pages, whoa, a lot of reading" while in fact it is not. So great content, not great content, I will say this every time -- this is not fair-play. Author probably would not accept every second dollar from Monpoly, correct? This is especially sad if you read author blog and calculation of the book production, one way to lower the cost is saving space, i.e. using sane diagrams sizes.Even if you are warned you won't change the fact that pretty thin book will take a lot of space on the shelf. Bummer.All in all, I liked the book, I enjoyed reading it, I recommend it, but I wish author chose straightforward path.
Reading this book was a blast. A great trip down memory lane for those of us who were building and programming computers in the 1990s.Context: I am a software engineer, with lots of experience in C / C++ / assembly language / graphics, and the kind of low-level hardware programming described in this book. I was also in high school when Wolfenstein shipped, and my friends and I played it to death.If you're not a programmer the book is still interesting - it explains lots of neat tricks, plenty of photos, trivia and quotes, and fills in some backstory about how the game was developed.Of course, you should also read Masters of Doom for the full story of iD.I really hope Fabien writes a similar book on i586 / Quake!
Kudos to Fabien for making such a thorough and entertaining book about some very technical aspects of the FPS that started the craze. This isn't really a novice level book and you're not going to get the story behind the game like you would from something like Masters of Doom but it's still a great read for insight into the code behind Wolf3D.
Love how this book explains nearly every part of how this game worked on the hardware of the day, particularly the graphics. Some tricks, such as self-modifying code, are rarely used today but were a big win on the 386, which lacked an icache.
I like a lot the travel to the era of 386 CPU it's a very detailed book with huge technical details, a very good complement to Masters of Doom.I love it.
I just finished reading this book only days after it arrived. I purchased his book on Wolfenstein 3D and knew this would be worth the purchase.The contents of this book are impressive. It is the equivalent of sitting right next to Carmack and having him give you a detailed tour of his engine and work habits. All the important questions you might have about how this wonderful engine works have been covered:Memory ManagementSoftware RenderingSoundWAD FilesystemNetworkingDevelopment WorkflowsFabien provides a detailed description of the algorithms and data structures implemented in the DOOM engine. He describes the most difficult to understand areas with ease. Providing the detail you need in the format you would want.Rumour has it his next book will be for the Quake engine.I genuinely look forward to it.
Was an interesting read, had some good technical details. Would suggest reading Masters of Doom before this.
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