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Big black graphics programming book

 
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Zylyx_



Joined: 05 Dec 2007
Posts: 111
Location: scotland, uk

PostPosted: Tue Feb 17, 2009 6:50 pm    Post subject: Big black graphics programming book Reply with quote

Graphics Programming Black Book By Michael Abrash.

I saw this book in my university library, next to all the hardocre graphics and raytracing books. I never managed to take it out, coz they only have one copy and it's really thick. How many of you on here have actualy read this book?

I found the free ebook version of it, but I might try and get my hands on the actual real version of it (it's getting expensive and hard to find in paperback form). Also, I dont know how much of the stuff in it is relative.

Also, why arent there any books on Quake development (ok I now one for Quake 3 modding), compared to like tons for UnrealEd and Unreal Script. We need more official resources. Or perhaps that would take away the true spirit of Quakes hardcore underground hacker-like community Wink.
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Tue Feb 17, 2009 7:37 pm    Post subject: Reply with quote

Unreal is available in educational engine-only form (including adequate data files to run it in a basic form).

On the other hand, the quake sourcecode requires some copyrighted version of quake to run, and the license is not so 'permissive' (as far as academia is aware). Running a modified engine with the demo is a violation of the demo's license, as the demo's license prohibits mods. This is regardless of any regional laws which permit you to do things with that which you own (bar redistribution). Universities and other such places do not wish to dabble in grey areas, which is unfortunately half the market for these books (a hobbyist will generally hack away or use forums).

And while we could provide some legal minimal data set (eg: openarena), the marketing just isn't there.
This is why there are unreal/unrealscript books, but no quake books.
Besides, Quake is old and outdated, predating any real academic interest in computer games, Quake2/Quake3 use regular C code so need no special books anyway.
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Willem



Joined: 23 Jan 2008
Posts: 73

PostPosted: Wed Feb 18, 2009 9:58 am    Post subject: Reply with quote

Quote:
Also, I dont know how much of the stuff in it is relative.

I've read the Abrash book but, to be honest, most of it is badly out dated at this point (such is the way of the graphics programmer).

The best part of the book, for me, was the various Quake anecdotes and stories like the process that John Carmack used to come up with his BSP and VIS solutions.
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Zylyx_



Joined: 05 Dec 2007
Posts: 111
Location: scotland, uk

PostPosted: Wed Feb 18, 2009 1:02 pm    Post subject: Reply with quote

Good to know, I'll just keep on working on my quake modding:)
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