Don’t just be a consumer. Be a producer. ——佚名
前言
- Abrash的著作
- Zen of Assembly Language
- Graphics Programming Black Book
- Carmack和Romero的前言
- Carmack
- The giant aliased pixels make it hard to look at from a modern perspective, but DOOM felt “solid” in a way that few 3D games of the time did, largely due to perspective correct, subpixel accurate texture mapping, and a generally high level of robustness.
- Moving to a fully textured and lit world with arbitrary 2D geometry let designers do meaningful things with the levels. Wolfenstein 3D could still be thought of as a “maze game”, but DOOM had architecture, and there were hints of grandeur in some of the compositions.
- Romero
- Incredibly, and perhaps a bit naively, we made a list of the technological wizardry we planned to create, and boldly stated in a press release in January 1993, that DOOM would be a major source of productivity loss around the world. We truly believed it, and worked hard that year to make it happen. I don’t recommend writing a press release at the start of your project, especially one like that.
- Carmack
- 由学习分享可知,实现对应于工程,工具对应于技术,原理对应于科学。在这里,我们考虑游戏引擎,即工具
- 实现(工程) –> 游戏
- 工具(技术) –> 游戏引擎
- 原理(科学) –> 计算机图形学