《Michael Abrash 图形编程黑皮书》封面

Michael Abrash 图形编程黑皮书

Michael Abrash's graphics programming black book

Michael Abrash · 初版 1997 年

22人推荐
35位读者提及
39次提及

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

Hacker News 上怎么说

  • 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].…

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