Michael Abrash's Graphics Programming Black Book
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Michael Abrash's Graphics Programming Black Book
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Re: Michael Abrash's Graphics Programming Black Book
#2Re: Michael Abrash's Graphics Programming Black Book
#3At the time I didn't understand much of it but I remember the evolution of him optimizing Boyer Moore string search left quite an impact. That and the anecdotes of him working with John Carmack at the time they were coding Quake I. Just browsing through the chapters makes me want to read the whole thing again.
Re: Michael Abrash's Graphics Programming Black Book
#4Re: Michael Abrash's Graphics Programming Black Book
#5Re: Michael Abrash's Graphics Programming Black Book
#6This was referenced in a HN article that I read in the past day. I checked out reviews and it seems like it's a bit dated. Many chapters are done in assembler, for example. Any recommendations on great books that cover OpenGL and game programming?
I think you should read the first chapter at least, on how he approaches code optimization, first by design and then by code.
This book teaches you to think like a performance programmer like no other. In the first chapter he challenges assumptions, for example how lib C code is not really optimally written (its written for portability and general purposes) and you can easily write more efficient algorithm to do the same.
The mindset of not being at mercy of the library is a powerful one, it inspires you to dig deeper and find out how things really work. Thus, you make the best choices for the problem in hand.
Re: Michael Abrash's Graphics Programming Black Book
#7This was referenced in a HN article that I read in the past day. I checked out reviews and it seems like it's a bit dated. Many chapters are done in assembler, for example. Any recommendations on great books that cover OpenGL and game programming?
Back then this was a goldmine of tricks.
But I'm sure the algorithm parts are still relevant.
Re: Michael Abrash's Graphics Programming Black Book
#8This was referenced in a HN article that I read in the past day. I checked out reviews and it seems like it's a bit dated. Many chapters are done in assembler, for example. Any recommendations on great books that cover OpenGL and game programming?
Not just a little dated, a lot of the examples are targeting 8086, 286, 386 or 486 CPUs, and EGA or Standard-VGA graphics cards (you know, those with 0.2MB ram) running on 16-bit MS-DOS. :) Back then this was a goldmine of tricks. But I'm sure the algorithm parts are still relevant.
Apart from that it's a nice read and some of the outdated parts might be skipped.