Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!utgpu!water!watmath!clyde!rutgers!ucla-cs!zen!ucbvax!hplabs!sdcrdcf!randvax!jim From: jim@randvax.UUCP Newsgroups: comp.sys.ibm.pc Subject: Re: Writing Games Message-ID: <296@markle.randvax.UUCP> Date: Fri, 11-Sep-87 12:18:13 EDT Article-I.D.: markle.296 Posted: Fri Sep 11 12:18:13 1987 Date-Received: Sun, 13-Sep-87 08:20:21 EDT References: <2436@homxa.UUCP> Organization: Banzai Institute Lines: 32 Summary: Bruce Artwick's book In article <2436@homxa.UUCP> fdl@homxa.UUCP (F.LAROCCA) writes: > > I'm looking for a book or papers on how one > writes games for the PC. > ... > how to create graphics, move them around,etc.. Bruce Artwick, author of Flight Simulator, wrote a book called "Applied Concepts in Microcomputer Graphics", Prentice-Hall 1984, ISBN 0-13-039322-3. Its chapter headings are: 1. Applications of Microcomputer Graphics 2. Display generation basics 3. Working with display generation hardware 4. An intro to peripheral graphic devices 5. Interactive design elements and intelligence 6. Design and simulation system interaction 7. Mathematics and transforms for advanced graphics 8. High-performance graphics and animation 9. Business graphics It has appendices on the Apple and IBM PC. I suspect you'll be most interested in Chapter 2, which talks about coordinate systems, point and line plotting, panning, scrolling, rotation, data compression and so on. Subheads in Chapter 8 talk about frame refreshing, flicker reduction, image generation speedup techniques and lots of other class stuff. If you want to know what goes into a tour-de-force like Flight Simulator, this is it. -- Jim Gillogly {hplabs, ihnp4}!sdcrdcf!randvax!jim jim@rand-unix.arpa