《Game Engine Black Book: Wolfenstein 3D》是我今年读过比较好的书之一。如果你当年玩过这款游戏,读起来会是一趟很有趣的怀旧之旅,而且它还涵盖了早期底层游戏编程的一些硬核趣事和各种奇葩特性……
Game Engine Black Book: Wolfenstein 3D is one of the better ones I've read this year. It's a fun nostalgia trip, if you played it, and it covers some interesting stuff about historical low-level game programming and quirks…
Fabien 的书也极其精彩:- Game Engine Black Book: Wolfenstein 3D - https://www.amazon.com/gp/product/B0768B3PWV/ - Game Engine Black Book: DOOM - https://www.amazon.com/gp/product/1099819776/
Fabien's books are also phenomenal: - Game Engine Black Book: Wolfenstein 3D - https://www.amazon.com/gp/product/B0768B3PWV/ - Game Engine Black Book: DOOM - https://www.amazon.com/gp/product/1099819776/
……肯定是以 DOS 为主要目标开发的,但它从一开始也能在 NeXT 上跑。其实它的可移植性相当好。既然你提到了 Fabien Sanglard,那我顺便提一嘴他那本剖析 DOOM 源码的书(Game Engine Black Book: DOOM),里面极其详细地解释了可移植性相关的设计(以及几乎所有其他机制)是怎么跑起来的。
…definitely made with DOS in mind, but it also ran on NeXT from the beginning. It's pretty portable actually. Since you cited Fabien Sanglard, I guess I should mention that his book about DOOM's source code (Game Engine Black Book: DOOM) explains how the portability stuff (as well as almost everything else) worked in great detail.
Fabien Sanglard 写的《Game Engine Black Book》[1] 是一本绝妙的好书,里面讲述了 id Software 当年为了让《Wolfenstein 3D》跑起来所克服的工程挑战和用到的各种黑科技技巧。[1]: http://fabiensanglard.net/Game_Engine_Black_Book_Release/ind...
The Game Engine Black Book by Fabien Sanglard[1] is a wonderful book that talks about some of the engineering challenges and tricks employed by id software to get Wolfenstein 3D working. [1]: http://fabiensanglard.net/Game_Engine_Black_Book_Release/ind...
顺便提个相关的——Fabien Sanglard 写的《Game Engine Black Book: Wolfenstein 3D》[1]。当然这是一本风格截然不同的书:它包含了对引擎源码的详细解读,而且把各种复杂概念解释得通俗易懂。另外纸质版……
Somewhat related - "Game Engine Black Book: Wolfenstein 3D" [1], by Fabien Sanglard. Of course this is a very different book: it includes detailed reviews of the engine's source code, and translates complex concepts with ease. Plus the print…
想要非常深入且具体地探究的话,Fabien Sanglard 在他的《Game Engine Black Book: DOOM》和《Game Engine Black Book: Wolfenstein》两本书中详细剖析了 Wolfenstein 和 Doom 游戏的技术实现。写作视角立足于逆向工程以及理解它们当初为什么会那样实现。
For a very deep and specific dive, Fabien Sanglard has explained in detail Wolfenstein and Doom games technical implementation in his books Game Engine Black Book: DOOM and Game Engine Black Book: Wolfenstein. The writing is from the point of view of reverse engineering and understanding why they were implemented as they were.
《Game Engine Black Book: Wolfenstein 3D》是我今年读过比较好的书之一。如果你当年玩过这款游戏,读起来会是一趟很有趣的怀旧之旅,而且它还涵盖了早期底层游戏编程的一些硬核趣事和各种奇葩特性……
Game Engine Black Book: Wolfenstein 3D is one of the better ones I've read this year. It's a fun nostalgia trip, if you played it, and it covers some interesting stuff about historical low-level game programming and quirks…
Fabien 的书也极其精彩:- Game Engine Black Book: Wolfenstein 3D - https://www.amazon.com/gp/product/B0768B3PWV/ - Game Engine Black Book: DOOM - https://www.amazon.com/gp/product/1099819776/
Fabien's books are also phenomenal: - Game Engine Black Book: Wolfenstein 3D - https://www.amazon.com/gp/product/B0768B3PWV/ - Game Engine Black Book: DOOM - https://www.amazon.com/gp/product/1099819776/
……肯定是以 DOS 为主要目标开发的,但它从一开始也能在 NeXT 上跑。其实它的可移植性相当好。既然你提到了 Fabien Sanglard,那我顺便提一嘴他那本剖析 DOOM 源码的书(Game Engine Black Book: DOOM),里面极其详细地解释了可移植性相关的设计(以及几乎所有其他机制)是怎么跑起来的。
…definitely made with DOS in mind, but it also ran on NeXT from the beginning. It's pretty portable actually. Since you cited Fabien Sanglard, I guess I should mention that his book about DOOM's source code (Game Engine Black Book: DOOM) explains how the portability stuff (as well as almost everything else) worked in great detail.
Fabien Sanglard 写的《Game Engine Black Book》[1] 是一本绝妙的好书,里面讲述了 id Software 当年为了让《Wolfenstein 3D》跑起来所克服的工程挑战和用到的各种黑科技技巧。[1]: http://fabiensanglard.net/Game_Engine_Black_Book_Release/ind...
The Game Engine Black Book by Fabien Sanglard[1] is a wonderful book that talks about some of the engineering challenges and tricks employed by id software to get Wolfenstein 3D working. [1]: http://fabiensanglard.net/Game_Engine_Black_Book_Release/ind...
顺便提个相关的——Fabien Sanglard 写的《Game Engine Black Book: Wolfenstein 3D》[1]。当然这是一本风格截然不同的书:它包含了对引擎源码的详细解读,而且把各种复杂概念解释得通俗易懂。另外纸质版……
Somewhat related - "Game Engine Black Book: Wolfenstein 3D" [1], by Fabien Sanglard. Of course this is a very different book: it includes detailed reviews of the engine's source code, and translates complex concepts with ease. Plus the print…
想要非常深入且具体地探究的话,Fabien Sanglard 在他的《Game Engine Black Book: DOOM》和《Game Engine Black Book: Wolfenstein》两本书中详细剖析了 Wolfenstein 和 Doom 游戏的技术实现。写作视角立足于逆向工程以及理解它们当初为什么会那样实现。
For a very deep and specific dive, Fabien Sanglard has explained in detail Wolfenstein and Doom games technical implementation in his books Game Engine Black Book: DOOM and Game Engine Black Book: Wolfenstein. The writing is from the point of view of reverse engineering and understanding why they were implemented as they were.