Game Engine Black Book

Wolfenstein 3D

Author: Fabien Sanglard

Publisher: Sanglard Publishing

ISBN: N.A

Category: Computers

Page: 315

View: 972

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.
Posted in Computers

Masters of Doom

How Two Guys Created an Empire and Transformed Pop Culture

Author: David Kushner

Publisher: Random House Trade Paperbacks

ISBN: 0812972155

Category: Biography & Autobiography

Page: 339

View: 4200

Presents a dual biography of John Carmack and John Romero, the creators of the video games Doom and Quake, assessing the impact of their creation on American pop culture and revealing how their success eventually destroyed their relationship.
Posted in Biography & Autobiography

Michael Abrash's Graphics Programming Black Book

Author: Michael Abrash

Publisher: Coriolis Group

ISBN: 9781576101742

Category: Computers

Page: 1342

View: 688

No one has done more to conquer the performance limitations of the PC than Michael Abrash, a software engineer for Microsoft. His complete works are contained in this massive volume, including everything he has written about performance coding and real-time graphics. The CD-ROM contains the entire text in Adobe Acrobat 3.0 format, allowing fast searches for specific facts.
Posted in Computers

3D Game Engine Architecture

Engineering Real-Time Applications with Wild Magic

Author: David H. Eberly

Publisher: CRC Press

ISBN: 1482267314

Category: Computers

Page: 752

View: 9064

Dave Eberly's 3D Game Engine Design was the first professional guide to the essential concepts and algorithms of real-time 3D engines and quickly became a classic of game development. Dave's new book 3D Game Engine Architecture continues the tradition with a comprehensive look at the software engineering and programming of 3D engines. This book is a complete guide to the engineering process, starting with a walk-through of the graphics pipeline showing how to construct the core elements of 3D systems, including data structures, the math system, and the object system. Dave explains how to manage data with scene graphs, how to build rendering and camera systems, and how to handle level of detail, terrain, and animation. Advanced rendering effects such as vertex and pixel shaders are also covered as well as collision detection and physics systems. The book concludes with a discussion of application design, development tools, and coding standards for the source code of the new version of the Wild Magic engine included on the CD-ROM. Wild Magic is a commercial-quality game engine used by many companies and is a unique resource for the game development community.
Posted in Computers

Game Engine Architecture, Third Edition

Author: Jason Gregory

Publisher: CRC Press

ISBN: 1351974270

Category: Computers

Page: 1240

View: 7425

In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process.
Posted in Computers

DOOM

SCARYDARKFAST

Author: Dan Pinchbeck

Publisher: University of Michigan Press

ISBN: 0472051911

Category: Games

Page: 189

View: 1253

A close examination about what is considered the most important first-person video game ever made and its influence on how we play games today
Posted in Games

The Fundamentals of C/C++ Game Programming

Using Target-based Development on SBC's

Author: Brian Beuken

Publisher: CRC Press

ISBN: 135164288X

Category: Computers

Page: 532

View: 2706

This book is aimed at giving novice coders an understanding of the methods and techniques used in professional games development. Designed to help develop and strengthen problem solving and basic C/C++ skills, it also will help to develop familiarity targeting and using fixed/restricted hardware, which are key skills in console development. It allows the reader to increase their confidence as game programmers by walking them through increasingly involved game concepts, while maintaining the understanding that despite the increased complexity, the core methods remain consistent with the advancement of the technology; the technology only enhances the gaming experience. It also demonstrates underlying principles of game coding in practical step by step ways to increase exposure and confidence in game coding concepts.
Posted in Computers

Game Engine Gems 2

Author: Eric Lengyel

Publisher: CRC Press

ISBN: 1439869774

Category: Computers

Page: 532

View: 8447

This book, the second volume in the popular Game Engine Gems series, contains short articles that focus on a particular technique, describe a clever trick, or offer practical advice within the subject of game engine development. The 31 chapters cover three broad categories—graphics and rendering, game engine design, and systems programming. Professional game developers, students of game development and computer science, and anyone interested in learning how the pros tackle specific problems that arise during game engine development will find useful gems in this collection. Supplementary materials, including demos, source code, examples, specifications, and more can be found at www.gameenginegems.net.
Posted in Computers

Building a 3D Game Engine in C++

Author: Brian Hook

Publisher: Wiley

ISBN: 9780471123262

Category: Computers

Page: 448

View: 4498

Everything you need to create your own 3D game engine Most game programming books hand you a finished game engine and then tell you how to add on a few features, so you're locked into someone else's design from the beginning. But why compromise? This book shows you how to build your own custom engine from scratch using AST3D, a powerful 3D graphics library that's included on the disk. Now you can build the game you want, and you'll never have to pay a licensing fee again. This book/disk set, written by professional game programmer Brian Hook, gives all the technical details, shortcuts, and tricks of the trade he had to learn the hard way. Find out how to: Design and develop games like the professionals Create real-time 3D graphics games Implement collision and boundary detection Create "intelligent" entities using AI algorithms Disk includes: AST3D, a C++ library specifically designed for 3D game programming Source code for Borland and Watcom C++ compilers An original 3D game engine you can use to create your own games
Posted in Computers

Tricks of the Game-programming Gurus

Author: N.A

Publisher: Prentice Hall

ISBN: 9780672305078

Category: Computers

Page: 746

View: 5514

This book explains the concepts and ideas behind the development of a flight simulator, a 3-dimensional walk-through game, and the utilities used to manipulate video, audio and input devices.
Posted in Computers

Tricks of the Doom Programming Gurus

Author: Steve Benner

Publisher: Sams

ISBN: N.A

Category: Computers

Page: 886

View: 9592

A reference book for the most popular utilities available also serves as a tutorial for creating a new world to play in DOOM and a comprehensive guide to creating DOOM WAD files featuring a sixteen-page color insert. Original. (All Users).
Posted in Computers

Game Engine Design and Implementation

Author: Alan Thorn

Publisher: Jones & Bartlett Publishers

ISBN: 144965648X

Category: Computers

Page: 594

View: 759

Part of the new Foundations of Game Development Series! Almost every video game on the market today is powered by a game engine. But, what is a game engine? What does it do? How are they useful to both developers and the game? And how are they made? These, and other important engine related questions, are explored and discussed in this book. In clear and concise language, this book examines through examples and exercises both the design and implementation of a video game engine. Specifically, it focuses on the core components of a game engine, audio and sound systems, file and resource management, graphics and optimization techniques, scripting and physics, and much more. Suitable for students, hobbyists, and independent developers, this no-nonsense book helps fine-tune an understanding of solid engine design and implementation for creating games that sell.
Posted in Computers

The Black Art of Video Game Console Design

Author: André LaMothe

Publisher: Sams Publishing

ISBN: 9780672328206

Category: Computers

Page: 955

View: 1011

&a>breaks new ground in game development by bridging the alien worlds of hardware and software together for the first time! The Black Art of Video Game Console Design is written for the programmer and/or hobbyist interested in software game development, but also wants to understand the hardware games are implemented on. This book assumes no prior knowledge of Electrical Engineering or Computer Architecture, but takes you on a breathtaking journey from atomic semiconductor theory to the design and construction of basic video game consoles that you can build and write your own games for! Included in the book is the entire design of numerous embedded game systems including the XGameStation systems and much more. The Black Art of Video Game Console Design with 800+ pages covers everything you need to know to design your own game console including: • Basic atomic physics and semiconductor theory primer. • Introduction to circuit analysis; current, voltage, and resistance. • Analog design using discrete components. • Digital electronics and Boolean algebra. • Physical hardware construction and prototyping techniques. • Combinational logic and advanced integrated circuit building blocks. • Finite state machine design. • Computer architecture and design. • Understanding and using microprocessors and microcontrollers. • Developing software for embedded systems. • Designing video (NTSC/VGA), audio, and input device systems. • Interfacing and communications. • The complete design and discussion of numerous game systems including the XGameStations! Register your book at informit.com/register and download the following additional resources (previously on bundled CD): • PCB and circuit simulation tools. • All necessary data sheets. • Demos and source code. • Complete designs to numerous embedded systems including the XGameStations.
Posted in Computers

Video Game Optimization

Author: Eric Preisz

Publisher: Cengage Learning

ISBN: 1598637339

Category: Computer games

Page: 356

View: 5320

"Video Game Optimization" describes a process for increasing the performance of a video game for better gameplay and visual experience. Very few game developers understand the process of optimizing an entire video game, yet learning the process is surpris
Posted in Computer games

Black Art of 3D Game Programming

Author: André LaMothe

Publisher: N.A

ISBN: 9781571690043

Category: Reference

Page: 1174

View: 4782

Explains the complex technical aspects of video game programming in comprehensive language, covering such areas as 3-D graphics, "voxel graphics," digitized sound and music, modem communications, and game assembly. Original. (Intermediate).
Posted in Reference

3D Game Engine Programming

Author: Stefan Zerbst,Oliver Düvel

Publisher: Elsevier

ISBN: 9781592003518

Category: Computers

Page: 860

View: 3624

Accompanying CD-ROM includes Microsoft DirectX 9 SDK; source code from the book; sample chapters from other books in the Game development series.
Posted in Computers

Tricks of the Mac Game Programming Gurus

Author: Ingemar Ragnemalm

Publisher: Hayden

ISBN: 9781568301839

Category: Computers

Page: 861

View: 4306

This book features a complete overview of necessary components for Mac game programming, and tips and tricks from Mac game programming experts. The CD is filled with various tools, utilities, sample code and game demonstrations.
Posted in Computers

Racing the Beam

The Atari Video Computer System

Author: Nick Montfort,Ian Bogost

Publisher: MIT Press

ISBN: 0262261529

Category: Games

Page: 192

View: 5941

The Atari Video Computer System dominated the home video game market so completely that "Atari" became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.
Posted in Games