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abrash-black-book reviews and mentions
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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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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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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.
- 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?
Only ever a hobbyist, trying to make games on PC since the mid-80's (all my friends had Commodores :( ), but The Black Book is the book I wish I had back in the day when I was trying to figure out how to make games, which I can tell young people today it was not so easy pre-internet. I only discovered the Black Book 5-10 years ago. As /u/Deadly_Mindbeam said it is dated, but I still think it is a fun read and very interesting to read. Read it as a history of how PC hardware evolved from the early 8088 and CGA to Pentium and VGA (and some chapters at the end about the author's work on graphics for Quake 1).
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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How were PC made in the 80s-90s?
If you want books, Michael Abrash's programming black book is now freely available. It goes into great detail as a primer on graphics for programmers of the time. https://github.com/jagregory/abrash-black-book
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Ask HN: How were video games from the 90s so efficient?
https://github.com/jagregory/abrash-black-book
As CPU power, the number of cores, RAM sizes, HDD sizes, graphics card capabilities have increased, the developers are no longer as careful to squeeze out the performance.
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A note from our sponsor - InfluxDB
www.influxdata.com | 17 Apr 2024
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The primary programming language of abrash-black-book is CSS.
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