Michael Abrash's Graphics Programming Black Book

Michael Abrash's Graphics Programming Black Book PDF Author: Michael Abrash
Publisher: Coriolis Group Books
ISBN: 9781576101742
Category : Computer graphics
Languages : en
Pages : 0

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Book Description
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.

Michael Abrash's Graphics Programming Black Book

Michael Abrash's Graphics Programming Black Book PDF Author: Michael Abrash
Publisher: Coriolis Group Books
ISBN: 9781576101742
Category : Computer graphics
Languages : en
Pages : 0

Get Book

Book Description
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.

Power Graphics Programming

Power Graphics Programming PDF Author: Michael Abrash
Publisher: Prentice Hall
ISBN: 9780880225007
Category : Computers
Languages : en
Pages : 326

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Book Description
Part of Que's Programming Series, this unique text is a compilation of articles by programming authority Michael Abrash, originally published in Programmer's Journal. Packed with programming techniques to help users optimize their use of graphics.

Game Engine Black Book: DOOM

Game Engine Black Book: DOOM PDF Author: Fabien Sanglard
Publisher: Software Wizards
ISBN:
Category : Computers
Languages : en
Pages : 432

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Book Description
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.

Zen of Assembly Language: Knowledge

Zen of Assembly Language: Knowledge PDF Author: Michael Abrash
Publisher: Scott Foresman Trade
ISBN: 9780673386021
Category : Computers
Languages : en
Pages : 640

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Book Description
The most comprehensive treatment of advanced assembler programming ever published, this book presents a way of programming that involves intuitive, right-brain thinking. Also probes hardware aspects that affect code performance and compares programming techniques.

Invent Your Own Computer Games with Python, 4th Edition

Invent Your Own Computer Games with Python, 4th Edition PDF Author: Al Sweigart
Publisher: No Starch Press
ISBN: 1593277954
Category : Computers
Languages : en
Pages : 377

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Book Description
Invent Your Own Computer Games with Python will teach you how to make computer games using the popular Python programming language—even if you’ve never programmed before! Begin by building classic games like Hangman, Guess the Number, and Tic-Tac-Toe, and then work your way up to more advanced games, like a text-based treasure hunting game and an animated collision-dodging game with sound effects. Along the way, you’ll learn key programming and math concepts that will help you take your game programming to the next level. Learn how to: –Combine loops, variables, and flow control statements into real working programs –Choose the right data structures for the job, such as lists, dictionaries, and tuples –Add graphics and animation to your games with the pygame module –Handle keyboard and mouse input –Program simple artificial intelligence so you can play against the computer –Use cryptography to convert text messages into secret code –Debug your programs and find common errors As you work through each game, you’ll build a solid foundation in Python and an understanding of computer science fundamentals. What new game will you create with the power of Python? The projects in this book are compatible with Python 3.

Real-Time Rendering

Real-Time Rendering PDF Author: Tomas Akenine-Möller
Publisher: CRC Press
ISBN: 1315362007
Category : Computers
Languages : en
Pages : 1046

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Book Description
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009

Zen of Code Optimization

Zen of Code Optimization PDF Author: Michael Abrash
Publisher: Coriolis Group
ISBN: 9781883577032
Category : Computers
Languages : en
Pages : 449

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Book Description
Michael Abrash explores the inner workings of all Intel-based PCs including the hot new Pentium. This is the only book available that provides practical and innovative "right-brain" approaches to writing fast PC software using C/C++ and assembly language. This book is packed with "from the trenches" programming secrets and features "undocumented" Pentium programming tips. Provides hundreds of optimized coding examples.

Real-Time Rendering, Fourth Edition

Real-Time Rendering, Fourth Edition PDF Author: Tomas Akenine-Möller
Publisher: CRC Press
ISBN: 1351816152
Category : Computers
Languages : en
Pages : 1199

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Book Description
Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.

Programming Linux Games

Programming Linux Games PDF Author: Loki Software, Inc
Publisher: No Starch Press
ISBN: 1886411492
Category : Computers
Languages : en
Pages : 435

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Book Description
Explains how to build a scrolling game engine, play sound effects, manage compressed audio streams, build multiplayer games, construct installation scripts, and distribute games to the Linux community.

Computer Graphics from Scratch

Computer Graphics from Scratch PDF Author: Gabriel Gambetta
Publisher: No Starch Press
ISBN: 1718500769
Category : Computers
Languages : en
Pages : 250

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Book Description
Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders. Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering. You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view. Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own. Learn how to: Use perspective projection to draw 3D objects on a 2D plane Simulate the way rays of light interact with surfaces Add mirror-like reflections and cast shadows to objects Render a scene from any camera position using clipping planes Use flat, Gouraud, and Phong shading to mimic real surface lighting Paint texture details onto basic shapes to create realistic-looking objects Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest.