Graphics for the IBM PC
Title | Graphics for the IBM PC PDF eBook |
Author | Dan Illowsky |
Publisher | |
Pages | 326 |
Release | 1984 |
Genre | Computers |
ISBN |
Getting started with your PC. Getting stated with BASIC. Introduction to the tutorial. Medium-resolution graphics - the PSET statement. The POINT function. The LINE statement. Ellipses, arcs, and wedges - the CIRCLE statement. The PAINT statement - the artist's brush. A pie chart program. Animation from BASIC - the GET and PUT statements. Blockbuster - an arcade-style game. The DRAW statement - a language within a language. A character generation package. High-resolution graphics mode. A function-graphing program. Text-mode graphics. Racecar - an arcade-style game. Summary of the tutorial. A grab bag of graphics tricks. Inside PC graphics. The set of characters available from BASIC. The full 255 character set of the IBM PC. Decimal, hexadecimal, and binary conversion table. Glossary.
The Art of Graphics for the IBM PC
Title | The Art of Graphics for the IBM PC PDF eBook |
Author | James J. McGregor |
Publisher | Addison Wesley Publishing Company |
Pages | 488 |
Release | 1986 |
Genre | Computer graphics |
ISBN |
Graphics Gems IV
Title | Graphics Gems IV PDF eBook |
Author | Paul S. Heckbert |
Publisher | Morgan Kaufmann |
Pages | 616 |
Release | 1994 |
Genre | Computers |
ISBN | 9780123361554 |
Accompanying disk contains ... "all of the code from all four volumes."--Page 4 of cover.
Inside the IBM PC
Title | Inside the IBM PC PDF eBook |
Author | Peter Norton |
Publisher | Brady Publishing |
Pages | 298 |
Release | 1983 |
Genre | Computers |
ISBN |
˜Theœ art of graphics
Title | ˜Theœ art of graphics PDF eBook |
Author | Jim MacGregor |
Publisher | |
Pages | |
Release | 1986 |
Genre | |
ISBN |
Computer Graphics for the IBM Personal Computer
Title | Computer Graphics for the IBM Personal Computer PDF eBook |
Author | Donald Hearn |
Publisher | Prentice Hall |
Pages | 364 |
Release | 1983 |
Genre | Computers |
ISBN |
The IBM PC; Basic graphics; Display manipulations; Three dimensions; Applications.
Game Engine Black Book: DOOM
Title | Game Engine Black Book: DOOM PDF eBook |
Author | Fabien Sanglard |
Publisher | Software Wizards |
Pages | 432 |
Release | |
Genre | Computers |
ISBN |
It was early 1993 and id Software was at the top of the PC gaming industry. Wolfenstein 3D had established the First Person Shooter genre and sales of its sequel Spear of Destiny were skyrocketing. The technology and tools id had taken years to develop were no match for their many competitors. It would have been easy for id to coast on their success, but instead they made the audacious decision to throw away everything they had built and start from scratch. Game Engine Black Book: Doom is the story of how they did it. This is a book about history and engineering. Don’t expect much prose (the author’s English has improved since the first book but is still broken). Instead you will find inside extensive descriptions and drawings to better understand all the challenges id Software had to overcome. From the hardware -- the Intel 486 CPU, the Motorola 68040 CPU, and the NeXT workstations -- to the game engine’s revolutionary design, open up to learn how DOOM changed the gaming industry and became a legend among video games.