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首页Game Engine Black Book_ Wolfenstein 3D - Fabien Sanglard
Game Engine Black Book_ Wolfenstein 3D - Fabien Sanglard
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Game Engine Black Book_ Wolfenstein 3D - Fabien Sanglard PDF版 英文版
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Copyright
In order to illustrate how the Wolfenstein 3D game engine works, a few
screenshots, images, sprites, and textures belonging to and copyrighted by id
Software are reproduced in this book. The following items are used under the
"fairuse"doctrine:
1. All in-game screenshots, title screen, signon screen, total carnage
screen.
2. Allin-gamemenuscreenshots(mainmenu,soundmenu).
3. All3Dsequencetexturessuchasbluewall,wood,darkwood,grid
wall.
4. All3Dsequencespritessuchasbrownguard,deadguard,deaddog.
5. All3DsequenceimagesusedfortheHUD.
6. All screenshots of Spears of Destiny, Catacomb 3D, and Hover
Tank3D.
Acknowledgment
ThankstoJohnCarmack,RomainGuy,VictoriaHo,andAurelienSanglardfor
generouslyhelping.Thisprojectwouldhavenevermaterializedwithoutthem.
ThankstoJim LeonardandFoone Turingwhovolunteered theirfleetof286s,
386s,andVGAcardstoaccuratelybenchmarkWolfenstein3D.
Thanks to Jim Leonard for sharing his encyclopedic knowledge of PC system
architecture and programming. His patience in explaining sound systems and
extendedmemorysystemshelpedhisbooktoshipwithaccurateinformation.
Thanks to Chet Haase, Daniel Thornburgh, Xiao Yu, and Chris Forbes for
proofreadingandcatchingmistakes.
–FabienSanglard
fabiensanglard.net@gmail.com
Foreword
Fabien’s commentary on the classic game engine codebases have been a
wonderful resource on the web, so I was thrilled that he decided to start
expanding them all the way to book length. While often overshadowed by
Doom,Wolfenstein3Ddoesholdasignificantplaceinvideogamehistory,and
itremainsfuntorunaroundintoday,justlikedroppingaquarterinaPacMan
machine.
Despitebeingopensource,the16bitcodeandassemblylanguageisnoteasyto
buildorexperimentwith,sofarfewerpeoplehavelookedintoitthanthelater
codebases. The most remarkable thing about the project from today’s
perspective is just how small it was: one little directory of code files with no
external dependencies. Back then I barely trusted (with some reason!) the C
standardlibraryimplementationsthatwehadtoworkwith,soalmosteverything
wasdoneinthosefewsourcefiles.
I was 21 years old when I wrote most of the code, and I had only been
programminginCforayear,soitisfarfromamasterpieceofcodingstyle,but
therearestillsomethingsthatweredone well.Compiledscalersareacaseof
code specialization taken to the extreme, which, combined with the low level
VGA trick of multi column writes and the progressive performance
characteristics of ray casting make it much more even in framerate than a
conventional approach. The choice to use ray casting was also an important
pragmatic decision. I wasn’t experienced enough yet to do a solid
implementation of a polygon, or even line based, engine. Ray casting got me
whereIneededtobeatanacceptablecost.
So,settheway-backmachinefor1992.
ACHTUNG!
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