Game Engine Black Book Doom
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Author | : Fabien Sanglard |
Publisher | : Software Wizards |
Total Pages | : 432 |
Release | : |
Genre | : Computers |
ISBN | : |
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.
Author | : David Kushner |
Publisher | : Random House Trade Paperbacks |
Total Pages | : 361 |
Release | : 2004-05-11 |
Genre | : Biography & Autobiography |
ISBN | : 0812972155 |
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
Author | : Michael Abrash |
Publisher | : Coriolis Group Books |
Total Pages | : 0 |
Release | : 1997 |
Genre | : Computer graphics |
ISBN | : 9781576101742 |
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.
Author | : Jason Gregory |
Publisher | : CRC Press |
Total Pages | : 1042 |
Release | : 2017-03-27 |
Genre | : Computers |
ISBN | : 135160564X |
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.
Author | : Jason Schreier |
Publisher | : HarperCollins |
Total Pages | : 312 |
Release | : 2017-09-05 |
Genre | : Business & Economics |
ISBN | : 0062651242 |
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.
Author | : Dafydd ab Hugh |
Publisher | : Simon and Schuster |
Total Pages | : 226 |
Release | : 2016-08-08 |
Genre | : Fiction |
ISBN | : 1501154273 |
They left behind everything that mattered to them-- friends, lovers, country-- to journey to the stars. Now Sergeant Flynn Taggart and Pfc. Arlene Sanders, USMC, have reached their destination... the homeworld of the demon invaders who destroyed Earth. But there, they find a scene of destruction that rivals any they left back on Earth. And suddenly, "Fly" and Arlene find themselves face-to-face with an even deadlier enemy than the demons they came to fight. The war for Earth is over. But the battle for the stars has just begun...
Author | : Jeff Rovin |
Publisher | : Scribner Paper Fiction |
Total Pages | : 407 |
Release | : 1982 |
Genre | : Games |
ISBN | : 9780020299707 |
Describes and rates the quality of video games and recommends playing strategies for home and arcade games, including Pac-Man, Space Invaders, Asteroids, Grand Prix, and Panzer Attack
Author | : Theodore Shackley |
Publisher | : |
Total Pages | : 216 |
Release | : 1981 |
Genre | : History |
ISBN | : |
Year by year, nation by nation, the United States has relinquished its ability to control events throughout the world. This abdication of global responsibility has created vast power vacuums. The challenge is unmistakably clear: do we control our own destiny and survival, or do others -- others who mean us no good. Our options in dealing with this dilemma are painfully few. At one end there is negotiation and diplomacy; at the other lies the unthinkable--war. Now Theodore Shackley opens up for thoughtful readers another way, a more flexible use of power--the Third Option. In this, one of the most important books of the coming decade, an outstanding intelligence officer and expert on counterinsurgency offers a long-range strategy for America. In broad strokes he pictures the challenge that faces us in the eighties; then he presents a detailed examination of how counterinsurgency can work to protect our interests in a volatile and rapidly changing world. He discusses the phases of insurgency: the cadre phase, using the El Salvador as a case study; the operational phase, using and the covert war phase, using Angola as a case study. Each of these case studies, a valuable lesson in how intelligence services actually operate, reveals how Soviet-backed insurgencies threaten the security of the free world. The challenges and dangers we face require us to view our national security in terms of the interrelationship of political, economic and military factors--if we intend to remain a great power. The message of this book is that we cannot limit our national security to a strictly military or diplomatic alternative. To achieve our foreign policy objectives and to help friendly nations resist subversion we must turn to the Third Option.
Author | : Wlad Marhulets |
Publisher | : |
Total Pages | : 270 |
Release | : 2020-06-29 |
Genre | : |
ISBN | : 9781735232508 |
If you know nothing about game development, you're basically me before I started working on my first game DARQ. This book assumes no knowledge of game development on the reader's part. As a first-time developer with no prior experience in coding, modeling, texturing, animation, game design, etc., I managed to launch DARQ to both commercial success and critical acclaim. With zero dollars spent on marketing, it was featured in major media outlets, such as IGN, Kotaku, PC Gamer, GameSpot, Forbes, and hundreds of others. Ultimately, DARQ became #42 Most Shared PC Video Game of 2019, according to Metacritic, with the average user rating of 9 out of 10. In my book, I'm sharing with you exactly how I did it. The book guides you through a step-by-step process of making a game: from downloading a game engine to releasing your first commercial title. The book features advice from 15 industry professionals, including Mark Kern (team lead of World of Warcraft), Quentin De Beukelaer (game designer of Assassin's Creed IV: Black Flag, Assassin's Creed Unity, Ghost Recon Breakpoint), Bjorn Jacobsen (sound designer of Cyberpunk 2077, Divinity: Fallen Heroes, Hitman), Austin Wintory (Grammy-nominated composer of Journey, ABZÛ, Assassin's Creed: Syndicate), and others. The foreword is written by my mentor John Corigliano, Oscar, Pulitzer Prize, and 5-time Grammy Award-winning composer.
Author | : David L Craddock |
Publisher | : |
Total Pages | : 396 |
Release | : 2019-11-08 |
Genre | : |
ISBN | : 9781070183602 |
In 1992, Wolfenstein 3D ushered gamers into the ultra-fast, ultra-bloody third world of first-person gaming. One year later, Doom opened a portal to hell that flooded university and office networks with rocket launchers and cyberdemons. Then came Quake, a CD-ROM packed with slick 3D graphics and online-ready gameplay that shook the games industry to its core.For some of the designers at id Software, Quake marked the end of an era. Others were just getting warmed up. Rocket Jump: Quake and the Golden Age of First-Person Shooters explores the making of id Software's seminal trilogy, uncovers the internal culture that simultaneously shaped and fractured id Software, and reveals the indelible mark Quake left on game designers, computing technology, and popular culture.●Follow id Software designers John Carmack, John Romero, American McGee, Jennell Jaquays, Tim Willits, and more as Quake evolves from a medieval fantasy to the granddaddy of competitive shooters●Learn about the making of other influential first-person shooters (FPS) games including Duke Nukem 3D, Star Wars: Dark Forces, and Team Fortress●Sit in on the private meetings that decided the fate of legendary game designers