Of all the programming disciplines, realtime graphics is perhaps the most constrained by the limitations of the desktop PC. Using the second edition of this volume, the user will learn the fundamentals of VGA graphics, including the hows and whys of drawing lines, ellipses, and polygons, both in 2D and 3D; and the theory and practice of seamless, flicker-free realtime 2D and 3D animation. This edition includes 3D mathetmatics for non-mathematicians, including cross products and dot products, and 3D clipping for realtime animation; explains what BSP trees are and how to create and traverse them quickly; shows you how to determine visibility of polygons in a 3D world for fast rendering. The CD-ROM includes source code and projects shown in the book, plus additional graphics tools and the Zen timer.
This book is a highly-quality wealth of information about graphical programming, mostly in 80x86 systems. The information included would take many people years to collect on their own. I would recommend this book to anyone who would like to start graphical programming, or someone who is already programming, but wants to optimize code or find new effects. Also, I know that Michael Abrash works for ID software now, and made the engine for such games as DOOM and Quake. A man of this programming caliber is a sure indication of the contents of this book
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