Note: The book proclaims that it's an "engineering" book, NOT a human relations book, people interested in the higher story of Wolfenstein, Doom, etc., should read "Masters Of Doom: How two guys created an empire and transformed pop culture"
Bought this unsure of what to expect, but very pleasantly surprised. While the book is best appreciated with some knowledge of Computer Science (basic architectures, C Programming), it's still a treat for most. I'm yet to find time to finish it, but have so far LOVED the tone and coverage of the book (technologies, programming techniques, assembly language hacks, tricks with hardware standards, and so on) - a technical look at the game engine's creation (and the game's creation as a whole, covering handmade tools and file formats). This book is a perfect addition to your collection, to sit between the likes of "Game Engine Architecture" by Jason Gregory, and "Principles of Computer Hardware" by Alan Clements. Now the actual game dates back to 1992, and requires some significant emulation, virtualization or trickery to compile correctly, but the techniques, challenges and trade-offs can still be compared to their modern parallels in game programming and real-time software, so this book can still provide some interesting thought processes and techniques to approach problems.
Friendly, funny, witty and above all, technical yet still accessible, this is a very interesting read, and I hope to find more like it. On a side note, the author's website (which I read articles from years before and never made the connection) features a look at Doom 3 BFG edition's source, and other titles, techniques and issues.
- Format: Kindle Edition
- File Size: 63445 KB
- Print Length: 300 pages
- Sold by: Amazon Australia Services, Inc.
- Language: English
- ASIN: B0768B3PWV
- Text-to-Speech: Enabled
- Word Wise: Not Enabled
- Customer Reviews: 111 customer ratings
- Amazon Bestsellers Rank: #248,052 Paid in Kindle Store (See Top 100 Paid in Kindle Store)