Game Engine Black Book: Wolfenstein 3D

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Sanglard Publishing, Aug 31, 2017 - Computers - 315 pages
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How was Wolfenstein 3D made and what were the secrets of its speed? How did id Software manage to turn a machine designed to display static images for word processing and spreadsheet applications into the best gaming platform in the world, capable of running games  at seventy frames per seconds? If you have ever asked yourself these questions, Game Engine Black Book is for you.


This is an engineering book. You will not find much prose in here (the author’s English is broken anyway.) Instead, this book has only bit of text and plenty of drawings attempting to describe in great detail the Wolfenstein 3D game engine and its hardware, the IBM PC with an Intel 386 CPU and a VGA graphic card.


Game Engine Black Book details techniques such as raycasting, compiled scalers, deferred rendition, VGA Mode-Y, linear feedback shift register, fixed point arithmetic, pulse width modulation, runtime generated code, self-modifying code, and many others tricks. Open up to discover the architecture of the software which pioneered the First Person Shooter genre. 

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Contents

Introduction
13
Hardware
19
Team
67
Software
99
Sequels
255
Ports
261
Epilogue
283
Appendices
287
Before Wolfenstein 3D
289
XMS vs EMS
293
The 640KB Barrier
297
CONFIGSYS and AUTOEXECBAT
301
Good Stuff
303
Release Notes by John Carmack
305
20th Anniversary Commentary
307
Copyright

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