abrash-black-book
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abrash-black-book | SpinKit | |
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23 | 16 | |
4,389 | 19,295 | |
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0.0 | 0.0 | |
10 months ago | over 3 years ago | |
CSS | CSS | |
- | 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.
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