Game Engine Black Book: Doom: V1.1
Game Engine Black Book: Doom: V1.1

Game Engine Black Book: Doom: V1.1

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SKU: DADAX1099819776
UPC: 9781099819773
Brand: Hweryho
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It Was Early 1993 And Id Software Was At The Top Of The Pc Gaming Industry. Wolfenstein 3D Had Established The First Person Shooter Genre And Sales Of Its Sequel Spear Of Destiny Were Skyrocketing. The Technology And Tools Id Had Taken Years To Develop Were No Match For Their Many Competitors.It Would Have Been Easy For Id To Coast On Their Success, But Instead They Made The Audacious Decision To Throw Away Everything They Had Built And Start From Scratch. Game Engine Black Book: Doom Is The Story Of How They Did It.This Is A Book About History And Engineering. Dont Expect Much Prose (The Authors English Has Improved Since The First Book But Is Still Broken). Instead You Will Find Inside Extensive Descriptions And Drawings To Better Understand All The Challenges Id Software Had To Overcome. From The Hardware The Intel 486 Cpu, The Motorola 68040 Cpu, And The Next Workstations To The Game Engines Revolutionary Design, Open Up To Learn How Doom Changed The Gaming Industry And Became A Legend Among Video Games.

⚠️ WARNING (California Proposition 65):

This product may contain chemicals known to the State of California to cause cancer, birth defects, or other reproductive harm.

For more information, please visit www.P65Warnings.ca.gov.

  • Q: What are the dimensions of the book? A: The dimensions of the book are seven point five two inches in length, one point zero two inches in width, and nine point two five inches in height.
  • Q: How many pages does this book contain? A: The book contains four hundred thirty-two pages, providing extensive insights into the development of the DOOM game engine.
  • Q: What is the binding type of this book? A: The book has a paperback binding, making it lightweight and easy to handle.
  • Q: Who is the author of this book? A: The author of the book is Fabien Sanglard, who offers a detailed examination of the game engine's history.
  • Q: What genre does this book fall under? A: This book falls under the Game Programming genre, focusing on the technical aspects of game development.
  • Q: How do I read this book effectively? A: To read this book effectively, focus on the technical diagrams and descriptions provided, as they contain crucial information about the DOOM engine.
  • Q: Is this book suitable for beginners in game programming? A: Yes, this book is suitable for beginners, though some technical knowledge may enhance understanding of the concepts discussed.
  • Q: What skills can I gain from reading this book? A: By reading this book, you can gain insights into game engine design, programming challenges, and the historical context of DOOM’s development.
  • Q: How should I store this book to keep it in good condition? A: To keep this book in good condition, store it upright on a shelf in a dry environment, away from direct sunlight.
  • Q: Can I clean the book's cover? A: Yes, you can clean the book's cover gently with a soft, dry cloth to remove dust and prevent damage.
  • Q: What if the book arrives damaged? A: If the book arrives damaged, you should contact the seller for return or replacement options.
  • Q: Is there a warranty for this book? A: No, there is typically no warranty for books, but check with the seller for their return policy.
  • Q: What is the target audience for this book? A: The target audience for this book includes game developers, programmers, and enthusiasts interested in game history.
  • Q: How does this book compare to other game programming books? A: This book is unique because it focuses specifically on the engineering challenges faced by id Software while creating DOOM.
  • Q: What troubleshooting options do I have if I don’t understand something in the book? A: If you don’t understand something, consider seeking additional resources online or joining forums dedicated to game programming.
  • Q: Are there any additional resources mentioned in the book? A: Yes, the book may reference additional resources for further reading and understanding of game engine design.

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