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.
Author: Fabien Sanglard
Publisher: Sanglard Publishing
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.
How Two Guys Created an Empire and Transformed Pop Culture
Author: David Kushner
Publisher: Random House Trade Paperbacks
Category: Biography & Autobiography
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.
Author: Michael Abrash
Publisher: Coriolis Group
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.
Engineering Real-Time Applications with Wild Magic
Author: David H. Eberly
Publisher: CRC Press
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
Author: Dan Pinchbeck
Publisher: University of Michigan Press
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.
Using Target-based Development on SBC's
Author: Brian Beuken
Publisher: CRC Press
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.
Author: Alan Thorn
Publisher: Jones & Bartlett Publishers
&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.
Author: André LaMothe
Publisher: Sams Publishing
"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
Author: Eric Preisz
Publisher: Cengage Learning
Category: Computer games
Accompanying CD-ROM includes Microsoft DirectX 9 SDK; source code from the book; sample chapters from other books in the Game development series.
Author: Stefan Zerbst,Oliver Düvel
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.
Author: Ingemar Ragnemalm
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.
The Atari Video Computer System
Author: Nick Montfort,Ian Bogost
Publisher: MIT Press