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Ebook Free Game Engine Black Book: Doom

Ebook Free Game Engine Black Book: Doom

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Game Engine Black Book: Doom

Game Engine Black Book: Doom


Game Engine Black Book: Doom


Ebook Free Game Engine Black Book: Doom

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Game Engine Black Book: Doom

Product details

Paperback: 427 pages

Publisher: CreateSpace Independent Publishing Platform (December 5, 2018)

Language: English

ISBN-10: 1987418433

ISBN-13: 978-1987418439

Product Dimensions:

7.5 x 1 x 9.2 inches

Shipping Weight: 2.2 pounds (View shipping rates and policies)

Average Customer Review:

5.0 out of 5 stars

17 customer reviews

Amazon Best Sellers Rank:

#80,942 in Books (See Top 100 in Books)

This book is just another masterpiece from Fabien Sanglard, and a great continuation of the exploration of classic games he started with the Wolfenstein 3D book. It makes you appreciate the ingenuity of Id Software, when they had to work with limited resources, no multithreading/multitasking, limited color palette, and a fragmented landscape of audio devices. You'll also appreciate the level of details that went into the game design.The section about various ports to a range of hardware, and the time frames it was done, is astonishing. The description of hardware capabilities, audio/video interfaces, and design decisions behind them is quite interesting, and takes you to the nostalgic mood of good times when innovations ran wild.The most impressive message I carried out of the book is how the Id engineers cherished the concept of time. One example of that is that DOOM.EXE came with a special way to load WAD files when the file name was prepended with a tilde. That would save the game designer ~30 seconds of game initializing so he would see the results immediately. The theme of valuing time is carried throughout the book, and it's possibly that way of thinking that contributed greatly to the success of Id. The concept many modern software engineers could learn a great deal from.

I played Doom prior to its release, when a pirated copy containing the first three maps found its way to me. My jaw immediately dropped to the floor. As a software developer I was astounded that proper perspective texture mapping could be achieved in real time on then-current hardware (I had an i486DX2-66). I'm still amazed at John Carmack's accomplishment today. At the time I set about determining whether I could develop texture mapping code with anywhere near the performance. I failed miserably. I was able to produce working code, but it was sloooow. Any my code did nothing but rendering, and had none of the features required for an actual game (audio, AI, collision detection, networking, etc.). I've been a huge John Carmack fan ever since. He's one of my software development heroes, a truly rare talent.The author of this book does an excellent job of describing not only the details of how the code works, but also some interesting history and trivia. The book describes the hardware of the time in some detail, and serves as a good companion to "Game Engine Black Book: Wolfenstein 3D", which provides further details in some areas. Highly recommended for anyone interested in what the game development landscape looked like in the early '90s.

I got my first computer in '86 (Apple IIgs), graduated HS in '93 and have spent my entire life employed as a software developer. I remember playing the shareware Commander Keens came out and the releases of Wolfenstein 3D and Doom. As we know this was before the Big Bang Theory and before geeks/programmers were considered somewhat cool. I ended up going to college to write game engines and studied BSP trees and a number of topics covered in this book. My Jr year of college the source to Doom was released and we could dive in. It was glorious.Thank you for this book and the detail on the history and the technology. It brought back a ton of memories of having lived through those days, trying to solve those same problems, and idolizing the guys were were just a few years older than me who were changing the world.I'm writing this review from a developers conference in Jan 2019 with 1000+ software developers. I have my copy of this book with me and we've been passing it around during lunches and happy hours and many are sharing stories of when we first saw/played Doom. A number of attendees have ordered their own copy since seeing mine. In the main exhibit hall of the conference is a small museum to old technology. In the middle of the exhibit is an older laptop running (fittingly) Doom...

Reading this book was a blast. A great trip down memory lane for those of us who were building and programming computers in the 1990s.Context: I am a software engineer, with lots of experience in C / C++ / assembly language / graphics, and the kind of low-level hardware programming described in this book. I was also in high school when DOOM shipped, and my friends and I played it to death.If you're not a programmer the book is still interesting - it explains lots of neat tricks, plenty of photos, trivia and quotes, and fills in some backstory about how the game was developed.Of course, you should also read Masters of Doom for the full story of iD.I really hope Fabien writes a similar book on i586 / Quake!

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Game Engine Black Book: Doom PDF

Game Engine Black Book: Doom PDF

Game Engine Black Book: Doom PDF
Game Engine Black Book: Doom PDF


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