Game Engine Black Book: DOOM

Game Engine Black Book: DOOM

Author: Fabien Sanglard

Publisher: Software Wizards

Published:

Total Pages: 432

ISBN-13:

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It was early 1993 and id Software was at the top of the PC gaming industry. Wolfenstein 3D had established the First Person Shooter genre and sales of its sequel Spear of Destiny were skyrocketing. The technology and tools id had taken years to develop were no match for their many competitors. It would have been easy for id to coast on their success, but instead they made the audacious decision to throw away everything they had built and start from scratch. Game Engine Black Book: Doom is the story of how they did it. This is a book about history and engineering. Don’t expect much prose (the author’s English has improved since the first book but is still broken). Instead you will find inside extensive descriptions and drawings to better understand all the challenges id Software had to overcome. From the hardware -- the Intel 486 CPU, the Motorola 68040 CPU, and the NeXT workstations -- to the game engine’s revolutionary design, open up to learn how DOOM changed the gaming industry and became a legend among video games.


Book Synopsis Game Engine Black Book: DOOM by : Fabien Sanglard

Download or read book Game Engine Black Book: DOOM written by Fabien Sanglard and published by Software Wizards. This book was released on with total page 432 pages. Available in PDF, EPUB and Kindle. Book excerpt: It was early 1993 and id Software was at the top of the PC gaming industry. Wolfenstein 3D had established the First Person Shooter genre and sales of its sequel Spear of Destiny were skyrocketing. The technology and tools id had taken years to develop were no match for their many competitors. It would have been easy for id to coast on their success, but instead they made the audacious decision to throw away everything they had built and start from scratch. Game Engine Black Book: Doom is the story of how they did it. This is a book about history and engineering. Don’t expect much prose (the author’s English has improved since the first book but is still broken). Instead you will find inside extensive descriptions and drawings to better understand all the challenges id Software had to overcome. From the hardware -- the Intel 486 CPU, the Motorola 68040 CPU, and the NeXT workstations -- to the game engine’s revolutionary design, open up to learn how DOOM changed the gaming industry and became a legend among video games.


Masters of Doom

Masters of Doom

Author: David Kushner

Publisher: Random House

Published: 2003-04-24

Total Pages: 394

ISBN-13: 1588362892

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Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history—Doom and Quake—until the games they made tore them apart. Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it’s like to be young, driven, and wildly creative. “To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses—and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way.”—Mark Leyner, author of I Smell Esther Williams


Book Synopsis Masters of Doom by : David Kushner

Download or read book Masters of Doom written by David Kushner and published by Random House. This book was released on 2003-04-24 with total page 394 pages. Available in PDF, EPUB and Kindle. Book excerpt: Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history—Doom and Quake—until the games they made tore them apart. Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it’s like to be young, driven, and wildly creative. “To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses—and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way.”—Mark Leyner, author of I Smell Esther Williams


Michael Abrash's Graphics Programming Black Book

Michael Abrash's Graphics Programming Black Book

Author: Michael Abrash

Publisher: Coriolis Group Books

Published: 1997

Total Pages: 0

ISBN-13: 9781576101742

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No one has done more to conquer the performance limitations of the PC than Michael Abrash, a software engineer for Microsoft. His complete works are contained in this massive volume, including everything he has written about performance coding and real-time graphics. The CD-ROM contains the entire text in Adobe Acrobat 3.0 format, allowing fast searches for specific facts.


Book Synopsis Michael Abrash's Graphics Programming Black Book by : Michael Abrash

Download or read book Michael Abrash's Graphics Programming Black Book written by Michael Abrash and published by Coriolis Group Books. This book was released on 1997 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: No one has done more to conquer the performance limitations of the PC than Michael Abrash, a software engineer for Microsoft. His complete works are contained in this massive volume, including everything he has written about performance coding and real-time graphics. The CD-ROM contains the entire text in Adobe Acrobat 3.0 format, allowing fast searches for specific facts.


Slam Book

Slam Book

Author: Ann M. Martin

Publisher: Open Road Media

Published: 2014-04-22

Total Pages: 180

ISBN-13: 1453298037

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Anna is desperate to be popular, but the key to being cool has devastating consequences About to start her freshman year of high school, Anna wants more than anything to be popular. At a family reunion, her cousin describes a secret “slam book”—a notebook kids use to write all kinds of comments about one another. Anna decides this may be her key to success. Anna’s friends Paige, Randy, and Jessie quickly jump in on the nasty fun and before long, Anna has realized her dreams of popularity. But the slam book keeps getting meaner, and Paige and Anna start using the book to fight with each other. Soon, Anna comes up with the ultimate prank, using lonely and insecure Cheryl as her means to pull it off. But Anna’s vicious trick may lead to tragic consequences. This ebook features an illustrated personal history of Ann M. Martin, including rare images from the author’s collection.


Book Synopsis Slam Book by : Ann M. Martin

Download or read book Slam Book written by Ann M. Martin and published by Open Road Media. This book was released on 2014-04-22 with total page 180 pages. Available in PDF, EPUB and Kindle. Book excerpt: Anna is desperate to be popular, but the key to being cool has devastating consequences About to start her freshman year of high school, Anna wants more than anything to be popular. At a family reunion, her cousin describes a secret “slam book”—a notebook kids use to write all kinds of comments about one another. Anna decides this may be her key to success. Anna’s friends Paige, Randy, and Jessie quickly jump in on the nasty fun and before long, Anna has realized her dreams of popularity. But the slam book keeps getting meaner, and Paige and Anna start using the book to fight with each other. Soon, Anna comes up with the ultimate prank, using lonely and insecure Cheryl as her means to pull it off. But Anna’s vicious trick may lead to tragic consequences. This ebook features an illustrated personal history of Ann M. Martin, including rare images from the author’s collection.


Game Engine Architecture

Game Engine Architecture

Author: Jason Gregory

Publisher: CRC Press

Published: 2017-03-27

Total Pages: 1042

ISBN-13: 135160564X

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Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.


Book Synopsis Game Engine Architecture by : Jason Gregory

Download or read book Game Engine Architecture written by Jason Gregory and published by CRC Press. This book was released on 2017-03-27 with total page 1042 pages. Available in PDF, EPUB and Kindle. Book excerpt: Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.


Spaceballs

Spaceballs

Author: Jovial Bob Stine

Publisher: Scholastic

Published: 1987

Total Pages: 122

ISBN-13: 9780590412261

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Presents a spoof of the high-tech world of space travel and space exploration


Book Synopsis Spaceballs by : Jovial Bob Stine

Download or read book Spaceballs written by Jovial Bob Stine and published by Scholastic. This book was released on 1987 with total page 122 pages. Available in PDF, EPUB and Kindle. Book excerpt: Presents a spoof of the high-tech world of space travel and space exploration


The Executive Game and the Finance Game

The Executive Game and the Finance Game

Author: Richard C. Henshaw

Publisher:

Published: 1972

Total Pages:

ISBN-13:

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Book Synopsis The Executive Game and the Finance Game by : Richard C. Henshaw

Download or read book The Executive Game and the Finance Game written by Richard C. Henshaw and published by . This book was released on 1972 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:


The Making of Doom 3

The Making of Doom 3

Author: Steve L. Kent

Publisher: McGraw-Hill/Osborne Media

Published: 2004

Total Pages: 212

ISBN-13:

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This title is designed to appeal to Doom fanatics. It goes beyond the strategy guides and the magazines to bring fans an in-depth inside look at the creators, the art and music, the design, and the history of Doom.


Book Synopsis The Making of Doom 3 by : Steve L. Kent

Download or read book The Making of Doom 3 written by Steve L. Kent and published by McGraw-Hill/Osborne Media. This book was released on 2004 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: This title is designed to appeal to Doom fanatics. It goes beyond the strategy guides and the magazines to bring fans an in-depth inside look at the creators, the art and music, the design, and the history of Doom.


Blood, Sweat, and Pixels

Blood, Sweat, and Pixels

Author: Jason Schreier

Publisher: HarperCollins

Published: 2017-09-05

Total Pages: 304

ISBN-13: 0062651242

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NATIONAL BESTSELLER “The stories in this book make for a fascinating and remarkably complete pantheon of just about every common despair and every joy related to game development.” — Rami Ismail, cofounder of Vlambeer and developer of Nuclear Throne Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous. Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.


Book Synopsis Blood, Sweat, and Pixels by : Jason Schreier

Download or read book Blood, Sweat, and Pixels written by Jason Schreier and published by HarperCollins. This book was released on 2017-09-05 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: NATIONAL BESTSELLER “The stories in this book make for a fascinating and remarkably complete pantheon of just about every common despair and every joy related to game development.” — Rami Ismail, cofounder of Vlambeer and developer of Nuclear Throne Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous. Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.


The Orwellian Empire

The Orwellian Empire

Author: Gilbert Mercier

Publisher:

Published: 2015-11-02

Total Pages: 280

ISBN-13: 9780996653527

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Gilbert Mercier's elegant book, "The Orwellian Empire, " has been well worth the wait. For years, Mercier has worked as a writer-journalist, well sought-out geopolitical analyst, and the founding editor-in-chief of "News Junkie Post" to bring his public the truth. Here he guides the reader in time and space, through his adopted home, the United States, turning over every stone in the unbalanced and crumbling world that this relatively young country has created around itself. From Afghanistan to Detroit, we are shown the ravages of the global corporate empire and its mechanisms, yet this is a hopeful book. Empires never last. The book's grounding in history, and its scholarly and impassioned observations, beckon the informed reader to dismantle the edifice, clear the rubble, and build a better world. Mercier's superb style make this generous offering of ideas riveting, from beginning to end. In time, "The Orwellian Empire" should figure among the books that endure and change readers.


Book Synopsis The Orwellian Empire by : Gilbert Mercier

Download or read book The Orwellian Empire written by Gilbert Mercier and published by . This book was released on 2015-11-02 with total page 280 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gilbert Mercier's elegant book, "The Orwellian Empire, " has been well worth the wait. For years, Mercier has worked as a writer-journalist, well sought-out geopolitical analyst, and the founding editor-in-chief of "News Junkie Post" to bring his public the truth. Here he guides the reader in time and space, through his adopted home, the United States, turning over every stone in the unbalanced and crumbling world that this relatively young country has created around itself. From Afghanistan to Detroit, we are shown the ravages of the global corporate empire and its mechanisms, yet this is a hopeful book. Empires never last. The book's grounding in history, and its scholarly and impassioned observations, beckon the informed reader to dismantle the edifice, clear the rubble, and build a better world. Mercier's superb style make this generous offering of ideas riveting, from beginning to end. In time, "The Orwellian Empire" should figure among the books that endure and change readers.