Game Engine Black Book
I am almost done with the first volume of what I hope will become a serie called
"Game Engine Black Book". Each book would take further what I tried to do with my articles: Explain simply, yet in great details,
a legendary game engine. For the first one I decided to go with Wolfenstein 3D because :
- It is the game that started the First Person Shooter genre.
- It had never reviewed the software renderer version.
But more important I was fascinated by the way the engine repurposed the hardware of the early 90s.
The IBM PC was absolutely not supposed to do what id Software ended up doing with it. I believe that
many would be interested to know the technical struggle behind it: How a realtime 3D game ran on an machine with convoluted
segmented memory model, no floating point unit and a slow VGA display.
"Game Engine Black Book: Wolfenstein 3D" will be released as a free pdf with the option to purchase a paper version via Createspace on Amazon.com. If I can find the time more of them would be released. Each would feature many explanatory drawings detailing, the architecture, the algorithms, the constraints due to the hardware of the time, interviews of the development team and afterthoughts.
I would like to hear from the community if there is an interest in a serie that could end up including Doom, Quake and other great game engines. Please leave a comment.