build-djgpp
Build DJGPP cross compiler and binutils on Windows (MinGW/Cygwin), Mac OSX and Linux (by andrewwutw)
abrash-black-book
Markdown source for Michael Abrash's Graphics Programming Black Book (by jagregory)
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The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
build-djgpp
Posts with mentions or reviews of build-djgpp.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-08-17.
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Djgpp
"Build DJGPP cross compiler and binutils on Windows (MinGW/Cygwin), Mac OSX and Linux"
https://github.com/andrewwutw/build-djgpp
Perhaps some folks will find this useful.
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Creating CGA or EGA/VGA graphics in Modern C
Pre-made environment, current: https://github.com/andrewwutw/build-djgpp
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how to get started programming a game/program for dos?
There's a script for building a DJGPP cross compiler: https://github.com/andrewwutw/build-djgpp
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Playing with DJGPP and GCC 10 on DOS
The build-djgpp project has been a reliable way for me to construct a cross-compiler so that I can develop DOS software in a more reliable and stable environment.
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Why hasn't anyone created a DOS-based Soundblaster emulator for AC97 sound chipsets?
It is possible to cross compile to DOS using DJGPP, which gives you a modern day toolset and easily lets you write protected mode programs. I've done a tiny bit of experimenting with it and it's a pretty nice way to easily build DOS programs from the comfort of all your regular modern tools.
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Is there a way to run Windows gcc.exe with Wine on a Linux system to compile programs for Windows while on Linux?
I see you found something that works for you, but I'll also suggest taking a look at https://github.com/andrewwutw/build-djgpp, specifically its prebuilt binaries. I found it the easiest to use.
abrash-black-book
Posts with mentions or reviews of abrash-black-book.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-06-25.
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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.