Black Art of 3-D Game Programming: Writing Your Own High-speed 3-D Polygon Video Games Paperback – 1 Sep 1995
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From the Back Cover
This unparalleled tutorial details every nuance of using the C language to create lightning-fast games with 3D polygon graphics. Step-by-step instructions guide you through every programming stage.
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direction to take for your next project? Do you jealously
covet the deeply-hidden secrets displayed in the latest
version of your favorite graphics-intensive game, or admire
the latest in animated art "they" somehow bring to your most
recent awesome screen-saver ?
Let your wonder be quenched and your wishes answered in
The Waite Group's "Black Art of 3D Game Programming",
authored by the double-buffering cyberwizard of black magic
graphic sorcery himself, game-programming guru Andre LaMothe.
From the essential basics of accessing the VGA graphics mode,
to the complexities of 32-bit assembly language
optimizations for an advanced real-time 3D-world-modelling,
polygon-rendering graphics engine, this 1,100 page bible of
C-language functions and utilities has no equal in the
computer graphics programming genre. Presented in a
step-by-step, building-from-the-ground-up style, LaMothe
instructs in the arts of 256-color, 320x200 resolution
displays, starting with the drawing fundamentals of points
and lines, text, and color. From there, the reader is guided
through the realms of 2D sprite animation, and deeper still
into the internals of keyboard, mouse, and joystick controls,
taming along the way the demons of sound programming,
software and hardware interrupts, and multiplayer modem
gaming. The novice reader need not fear this ambitious
course, for along the way are generous helpings of diagrams
and drawings, and most importantly, the listing of every
function may be found printed right within the text, as a
guide map to these dark initiations.
Within the context of constructing a fast and effective
game engine, the increasingly-confident cyber-apprentice
soon finds himself immersed in the incantations of 3D
fundamentals, wireframe and solid modelling, hidden-surface
algorithms, image and space-clipping, and the magical spells
of voxel graphics worlds. Though the witches brew of matrix
math and fixed-point fixes may frighten, the master wields
his wand to open the eyes of even the most arithmetically-
challenged, and renders these mysteries with crystal clarity.
Long though the road may be, shelters of sample programs
are ever on the horizon, guiding the learner to higher
heights of cyber insight.
Truly the icing on the cake, and eat it too,
the Black Art CD-rom included holds the keys to compilation
wisdom, with separate and complete listings for both
Microsoft and Borland compilers, including all the libraries
and functions discussed, and then some, as well as shareware
utilities and an array of games ready to be played.
There is so much information in this book that anyone from
the beginner to the more advanced programmer may find ample
opportunity for months, if not years, of challenge and
inspiration. I give this exceptional guide my most
wholehearted recommendation, and many thanks to Mr. LaMothe
(and Waite Group Press) for the year of excitement and
challenge he has provided me.
*** W.J. Baker ***
The Genesis of 3d Games, Elements of the Game, The
Mysterious VGA Card, Waking the Dead with Animation,
Communicating with the Outside World, Dancing with
Cyberdemons(Sound), The Magick of Thought(Artificial
Intelligence), The Art of Possession(Interrupt Routines),
Multiplayer Game Techniques, 3D Fundamentals, Building a
3D Graphics Engine, Solid Modelling and Shading, Universal
Transformations, Hidden Surface and Object Removal, Clipping
and Rendering the Final View, Voxel Graphics, Optimizing the
3D Engine, Kill Or Be Killed (3D Game and Observations on
It's very well written, informative, has exactly the right amount of detail the whole way through, and is definately a very good read for new and experienced developers. The author has done a superb job of putting this book together.
It may be a little old but the theory remains the same.
A definate buy - I even bought a second copy because mine has become too 'Thumbed' to read!
The thing that saves this book is the wealth of infomation building your own 3D engine. I haven't seen another book come close. Sure you could go out and by books that specialize on key areas, but this book is still the only "one stop shop" kind'a deal for 3D engine design.
You'll need to be at advanced level when you get this book, cause unless you're still running MS-DOS and have an old 16-bit DOS C/C++ compiler, you're going to have to port the code to Win32 & DirectDraw.
I'd recommend reading this author's new book "Windows Game Programming for Dummies" and then buying this book and attempting to port the code to Win32/DirectDraw.
One can only hope that Mr. LaMothe will bring us an updated version with source examples using Direct3D Immediate Mode or OpenGL.
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