abrash-black-book
PortableGL
abrash-black-book | PortableGL | |
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23 | 7 | |
4,403 | 960 | |
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0.0 | 9.0 | |
11 months ago | 11 days ago | |
CSS | C | |
- | MIT License |
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abrash-black-book
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What is the lowest level of graphics access?
Michael Abrash's Graphic Programming Black Book
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Resources for programs they used back in the 90s/early 00s?
[Michael Abrash's Black Graphics Programming Black Book from 1997 is a fantastic book I wish I had back then. It is available for free on GitHub. I read it maybe in 2015 and I thought it was fantastic even if it is dated now. It goes through the evolution of PC hardware (CPU and graphics cards in particular) from the very first IBM PC to the mid-90's pentiums, and the last chapter or two are about the author's work on Quake.
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Where can I get behind the scenes of development of old games
Also available in eReader formats: https://github.com/jagregory/abrash-black-book/releases
- Black Book
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Olive.c: a simple graphics library that does not have any dependencies
Also look at the source for original Quake (https://github.com/id-Software/Quake), one of the last pure software-rasterizing AAA 3D PC games. Michael Abrash's Graphics Programming Black Book (https://github.com/jagregory/abrash-black-book) explains many of the critical parts of the rendering pipeline.
By the way, quake.exe for DOS was 404,480 bytes.
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The 2nd edition of Petzold's book CODE is now available!
It's also THICK. I have my copy of the 5th edition right here, and it's about 3 inches from cover to cover. Thicker than Introduction to Algorithms and thicker than the Graphics Programming Black Book.
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John Carmack's new AGI company, Keen Technologies, has raised a $20M round
Read Michael Abrash's Graphics Programming Black Book for the story of how the original Quake came to life. You'll get an appreciation for John Carmack's ability to thoroughly research widely varying solutions to a problem, quickly create production-quality implementations of the promising ones, and even more quickly abandon the dead ends. The result is this almost boring, seemingly linear progression toward a final product that seems obvious in hindsight, yet it represents a leap forward the way Quake did in the mid-1990s compared to other FPSes at the time. I don't know many other public stories of individual engineers who can span both the very cutting edge of research and the practicalities of shipping real commercial software.
https://github.com/jagregory/abrash-black-book
- I want to start learning how to program DOS games
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Older and experienced game devs that programmed games from scratch, which books and resources did you use to make stuff from scratch?
The Abrash black book is on github!
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What was the "old," way of doing 3D graphics before shaders? (fixed function pipelines and such)
Go through Michael Abrash's Graphics Programming Black Book to see how it used to be on PC world.
PortableGL
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Olive.c: a simple graphics library that does not have any dependencies
Yeah PortableGL will never be completely fully featured, not even for OpenGL 3.3 since I'll definitely never do the geometry shader and probably not the transform feedback. But specifically it'll never have the earlier immediate mode stuff, or some of the big 4.0 stuff like the tessellation shaders. I have been meaning to add the DSA functions where they make sense. They'd be really simple to implement.
Actually a few days ago someone sent me a pull request adding an interesting project to my README
https://github.com/rswinkle/PortableGL/commit/e0652b4dff266d...
So now if I were to try to sum up all the OpenGL software implementations I can think of,
TinyGL (and modern improved forks) = OpenGL 1.1-1.3 ish
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Hacker News top posts: Dec 31, 2021
PortableGL: An implementation of OpenGL 3.x-ish in clean C\ (23 comments)
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PortableGL: An implementation of OpenGL 3.x-ish in clean C
Not entirely related to the subject of OpenGL, but I really like how the author has decided to lay out this project. It's pretty hard to beat the convenience of a single header (or single header/single source) distribution for C libraries, but library development gets progressively harder as the project gets bigger as more code is added to the (usually hard to navigate) header file. Here, the author does their development with multiple files as one normally would, but when a new version is released they run the generate_gl_h[1] script that concatenates everything into a .h file for distribution. Simple yet flexible! This is also how SQLite[2] distributes its builds. It's a pattern that I'm using myself in some unreleased projects.
[1] https://github.com/rswinkle/PortableGL/blob/master/src/gener...
- Any OpenGL implementations for vector-drawing hardware?
What are some alternatives?
vex - A modern dialog library which is highly configurable and easy to style. #hubspot-open-source
tinygl - TinyGL : a Small, Free and Fast Subset of OpenGL*
Celeste - Celeste Bugs & Issue Tracker + some Source Code
tinyraytracer - A brief computer graphics / rendering course
open-watcom-v2 - Open Watcom V2.0 - Source code repository, Wiki, Latest Binary build, Archived builds including all installers for download.
GLM - OpenGL Mathematics (GLM)
VoxelSpace - Terrain rendering algorithm in less than 20 lines of code
tinyrenderer - A brief computer graphics / rendering course
binaryen - Optimizer and compiler/toolchain library for WebAssembly
rusterizer - Bare-bones software renderer written in Rust
awesome-dos - Curated list of references for development of DOS applications.
RetroFPSStudio - The public repo of Retro FPS Studio (RFS), for educational reading and not for reuse. See license.