I've long been a fan of Fabien's work over on his website (google his name, Amazon doesn't allow external links...), and have been eagerly awaiting this book since he first announced he was going to write it three years ago. Wolfenstein was the first 3D game I ever played, way back on my parents' 586 clone and it's fantastic to see the internals of how it all worked laid out so clearly and concisely. I've made a couple of attempts at deciphering the original Id source code, but wound up stymied trying to piece it together - code dealing with the vagaries of raw VGA graphics, 16-bit memory models, inline assembly, and low-level audio programming was just a little too much for me to bite off. Now armed with this guide, I feel like I have a handle on how it all worked.
The book is also beautiful - all too often, books on game engines and graphics programming are all in black and white, or at best have a handful of pages of color plates that you have to flip back and forth to. Not this book, which abounds in full color diagrams and screenshots.
I'm so glad that this project made its way into print. Hopefully there will be more entries in the series in the years to come
- Paperback: 316 pages
- Publisher: CreateSpace Independent Publishing Platform; 1 edition (5 September 2017)
- Language: English
- ISBN-10: 1539692876
- ISBN-13: 978-1539692874
- Product Dimensions: 19 x 1.9 x 23.5 cm
- Boxed-product Weight: 635 g
- Average Customer Review: Be the first to review this item
- Amazon Bestsellers Rank: 161,535 in Books (See Top 100 in Books)