
Michael Abrash 图形编程黑皮书
Michael Abrash's graphics programming black book
Michael Abrash · 初版 1997 年
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为什么值得读
- 收录Quake开发内幕与早期实战故事
- 深入讲解BSP树等经典底层图形算法
- 探讨何时以及为何进行代码底层优化
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Michael Abrash's graphics programming black book
Michael Abrash · 初版 1997 年
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Michael Abrash 的《Graphics Programming Black Book》(http://www.amazon.com/Michael-Abrashs-Graphics-Programming-S...)包含相当大一部分篇幅是关于《Quake》(雷神之锤)研发期间的一手记录。尽管这书现在差不多有十五年历史了,我依然……
Michael Abrash's Graphics Programming Black Book (http://www.amazon.com/Michael-Abrashs-Graphics-Programming-S...) includes a good sized chunk written about Quake as it was being developed. Even though the book is now about fifteen years old I still…
不确定里面具体有什么,因为我找不到目录,但如果你想找针对具体游戏的优秀好书:1. 《Masters of Doom》(DOOM 启示录)2. Michael Abrash 的《Graphics Programming Black Book》
Not sure what's in them because I can't find their Table of Contents, but if you're looking for other great books on specific games: 1. Masters of Doom 2. Michael Abrash's Graphics Programming Black Book
……深受他的人生故事、他的游戏(可不止德军总部/DOOM/Quake 这些知名 IP……我说的是《Commander Keen》,小伙子小姑娘们)、他的代码、以及读《Masters of Doom》等等的影响。我眼皮底下就放着一本 Michael Abrash 的《Graphics Programming Black Book》特别版,这书当年刚出的时候读起来简直是种享受,里面有太多关于 Quake 开发的干货章节,以及关于 John 各种探索发现和思考的幕后小故事……
…have been impacted by his story, his games (not just the Wolfenstein/Doom/Quake franchises... I'm talking Commander Keen, boys and girls), his code, reading Masters of Doom, etc. I can see my copy of Michael Abrash's Graphics Programming Black Book Special Edition sitting here, which was such a treat to read when it came out, because it has so many great chapters on the development of Quake and little stories about John's discoveries and thought…
如果你想进一步了解 BSP(Binary Space Partitioning,二叉空间分割)[1],不妨看看 Michael Abrash 的《Graphics Programming Black Book》里的这几章:第 59 章:BSP 树的思想 http://downloads.gamedev.net/pdf/gpbb/gpbb59.pdf 第 60 章:编译 BSP 树 http://downloads.gamedev.net/pdf/gpbb/gpbb60.pdf 第 62 章:一个故事,两条规则,……
If you are interested in reading further about BSP (Binary Space Partitioning) [1], check out the following chapters from Michael Abrash's Graphics Programming Black Book: Chapter 59: The Idea of BSP Trees http://downloads.gamedev.net/pdf/gpbb/gpbb59.pdf Chapter 60: Compiling BSP Trees http://downloads.gamedev.net/pdf/gpbb/gpbb60.pdf Chapter 62: One Story, Two Rules,…
对此我推荐的一本书是 Michael Abrash 的《Graphics Programming Black Book》。当然它现在看来有点过时了,但里面依然有大量值得学习的知识,对于优化时机和优化原因也有很到位的探讨……而且里面那些偏老旧的章节也可以被当成不错的……
One book I'd recommend for this is Michael Abrash's Graphics Programming Black Book. Of course it's a bit dated but there's a lot of knowledge to be learned from it and it has good discussions about why and when to optimize... Plus some of the more dated chapter can be seen as a good…
……凭记忆如果没记错的话,它实现了一套 shader 架构。虽然很多年没翻过了,但我记得当年学这块内容时它是个非常实用的资源。其他优秀的参考资料当然还有 Michael Abrash 的《Graphics Programming Black Book》[2](哪怕有些年头了,依然干货满满非常值得一读),如果想真正深入图形管线,可以看 ryg(以 Farbrausch 闻名)写的《A Trip Through the Graphics Pipeline》[3]。……
…which implements a shader architecture if memory serves. I haven't looked at it for many years, but I remember it being a useful resource when learning this stuff. Other useful resources are, of course, Michael Abrash's Graphics Programming Black Book[2] (despite it's age, is still a great read filled with useful information), and for a really deep dive into the graphic's pipeline, ryg's (of Farbrausch fame) A Trip Through the Graphics Pipeline[3].…