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Game Engine Black Book: DOOM: v1.2

Fabien Sanglard

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مشخصات کتاب

نویسنده
Fabien Sanglard
سال انتشار
۲۰۲۲
فرمت
PDF
زبان
انگلیسی
حجم فایل
۳۵٫۲ مگابایت
شابک
9798362469443

دربارهٔ کتاب

It was early 1993 and id Software was at the top of the PC gaming industry. Wolfenstein 3D had established the First Person Shooter genre and sales of its sequel Spear of Destiny were skyrocketing. The technology and tools id had taken years to develop were no match for their many competitors.It would have been easy for id to coast on their success, but instead they made the audacious decision to throw away everything they had built and start from scratch. Game Engine Black Book: Doom is the story of how they did it.This is a book about history and engineering. Don’t expect much prose (the author’s English has improved since the first book but is still broken). Instead you will find inside extensive descriptions and drawings to better understand all the challenges id Software had to overcome. From the hardware -- the Intel 486 CPU, the Motorola 68040 CPU, and the NeXT workstations -- to the game engine’s revolutionary design, open up to learn how DOOM changed the gaming industry and became a legend among video games. Acknowledgments Foreword by John Carmack Foreword by Dave Taylor Foreword by John Romero Preface Introduction IBM PC The Intel 486 Pipeline improvements Caching L1 Cache Bus Burst Transfer Overdrive and L1 Writeback Programming the 486 Video System Hidden improvements VGA Chip manufacturers VL-Bus Sound System Gravis UltraSound Roland Network Modem RAM DOS/4GW Extender Watcom ANSI C NeXT History Line of Products NeXTcube NeXTstation NeXTdimension NeXTSTEP GUI NeXT at id Software Roller coaster Downfall Rebirth Team and Tools Location Creative direction Graphic assets Weapons Maps Map Editor (DoomED) Map Preprocessor (Node Builder) Music Sounds Programming Interface Builder, OOP and Objective-C Distribution WAD archives: Where's All the Data? Software: idTech 1 Source Code Architecture Solving Endianness Solving APIs Diving In! Where Is My Main? Fixed Time Steps Game Thread/Sound Thread Fixed-point arithmetic Zone Memory Manager Filesystem Lumps Video Manager Renderers 2D Renderers (Drawers) Intermission Status Bar 3D Renderer Binary Space Partitioning: Theory Binary Space Partitioning: Practice Drawing Walls Subpixel Accuracy Perspective-Correct Texture Mapping Drawing Flats Drawing Flats (For Real) Diminishing Lighting Drawing Masked Player Picture format Palette Effects Input Audio System Audio Data: Formats and Lumps Sound Propagation Collision Detection Artificial Intelligence Optimization Map Intelligence Game Tics Architecture Networking Architecture PC Network drivers Implementation Performance Profiling Profiling With A Profiler DOS Optimizations Performance Tuning High/Low detail mode 3D Canvas size adjustment Game Console Ports Jaguar (1994) DOOM On Jaguar Sega 32X (1994) DOOM On 32X Super Nintendo (1995) Argonaut Games DOOM On Super Nintendo Playstation 1 (1995) DOOM on PlayStation Saturn (1997) Programming the Saturn DOOM on Saturn Epilogue Appendices Bugs Bugs Flawed collision detection Slime trail Dots Waiting for the Dots Reload Hack NeXTstation TurboColor Developing The Game Compiling Maps Running The Game Framebuffer Non-distortion Press Release Source Code Release Notes doombsp Release Note Survivor's Strategies & Secrets John Carmack GOALS IMPLEMENTATION Sandy Petersen How Does It Look? Is It Fun? Did You Remember to Clean Up? Kevin Cloud HAPPY DOOMING Interview with Dave Taylor Q & A Interview with Randy Linden OpenGL vs Direct3D .plan Black Book Internals

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