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Video/audio from Mike Abrash's CGDC 1996 talk on programming id's Quake

12 pointsby azharcsover 14 years ago

2 comments

maximilianburkeover 14 years ago
Michael Abrash's Graphics Programming Black Book (<a href="http://www.amazon.com/Michael-Abrashs-Graphics-Programming-Special/dp/1576101746" rel="nofollow">http://www.amazon.com/Michael-Abrashs-Graphics-Programming-S...</a>) includes a good sized chunk written about Quake as it was being developed. Even though the book is now about fifteen years old I still count it among my favorite programming books because it is the only one I've found that decently narrates the mindset of optimization, of turning a problem on its head in order to find a better solution.<p>Because the book is essentially a series of collected magazine articles the section on Quake development will have one chapter that reads "hey, this is what we're going to do!" followed by "well, that didn't work, but this does!". One important aspect of post-mortems and development journals that I find is frequently missing is a detailed look at what didn't work technically and why, which it has in spades.<p>edit: The book is also available as a free download: <a href="http://www.drdobbs.com/high-performance-computing/184404919" rel="nofollow">http://www.drdobbs.com/high-performance-computing/184404919</a>
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chipsyover 14 years ago
This presentation is great in a historical context as well as still being technically relevant.<p>The mid-90's is the era that saw a broad transition in game programming from at-the-metal, low-level coding towards more algorithmically driven approaches, since the hardware had become beefy enough to allow the kinds of large datasets where algorithms matter more than constant factors. Abrash notes it himself - his VGA/DOS knowledge became meaningless within the span of 2 years.<p>One thing that is overlooked in all the emphasis on 3D rendering is that real-time strategy also developed in the same era as the first-person shooter. This isn't just because of mice, but because it was now feasible to do fast real-time pathfinding in games. Earlier, similar attempts at the genre suffer from playing sluggishly or avoiding any pathfinding.<p>Another 90's genre that came about because of hardware improvements is music games: CDs and memory for sample playback made it possible to play back high-quality audio tracks.