Number of page: 315
Publisher: Sanglard Publishing
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.
- Diego Muñoz Perez
Great technical and nostalgic walkthrough not only across Wolf3D code, but also the early 90s and the old DOS gaming days
- Phillip Dyer
Awesome A great write up on awesome technology
- Shailesh Kadam
Great work! This book explains what made history in gaming world. Definitely what i was looking for. Thanks for writing this book.
- Michael Le
great nostalgia trip. Lots of info on how programmers worked with such limited resources. Wolf3D, the first FPS for a ton of people, was groundbreaking at the time and the book provides a great indepth view of the many methods utilized to create that experience
- Clayton Green
The way things are explained and diagrammed is very intuitive. Love the explanation of float representation.