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by pengaru 1865 days ago
> 2. Michael Abrash's Graphics Programming Black Book

I'd temper one's expectations on this one. It's a massive, unwieldy book, mostly speaking to old PC VGA graphics programming techniques, in pages taken verbatim from Abrash's previous Zen of Graphics Programming book.

It definitely isn't focused on a specific game, but it does go a bit into the BSP tree stuff used in Doom, if memory serves.

Maybe it's just because I had already read both his Zen of {Code Optimization, Graphics Programming} books, but I was rather disappointed upon acquiring and skimming the Black Book.

Fabien's deep dives are more interesting IMHO, if looking for stuff about tech in classic id games.

edit: BTW, if old [34]86/pentium-era PC optimization and VGA programming books is what you're after, the aforementioned Abrash books were goldmines at the time, and much more conveniently sized, physically speaking. I don't intend to throw shade on Abrash, it was just the Black Book that disappointed me, largely because of the high expectations set by his previous books. You can still find used copies of the Zen books readily on Amazon...

2 comments

Abrash wrote about Quake in Dr. Dobb's Journal while he was working on it. These columns weren't in the earlier printings of the book but were added as Chapter 62 onwards in later printings (by which point it'd be fair to label the earliest chapters historical). PDFs at: https://www.drdobbs.com/parallel/graphics-programming-black-...
Thanks for the tip! My edition didn't contain those, looking forward to when I can check out the PDFs.
VGA Mode is where the fun's at.

Yeah, the start is essentially Zen of Code Optimization, which was also a great book, but pretty much dated in 2021... but it's interesting to see how he thinks. The best thing to take away is not about picking the right instructions, but to use your brain to pick the right algorithms and use benchmarks