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---
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title: Michael Abrash's Graphics Programming Black Book, Special Edition
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author: Michael Abrash
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date: '1997-07-01'
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identifier:
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- scheme: ISBN
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text: 1576101746
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publisher: The Coriolis Group
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category: 'Web and Software Development: Game Development,Web and Software Development:
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Graphics and Multimedia Development'
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---
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# Introduction
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What was it like working with John Carmack on Quake? Like being strapped
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onto a rocket during takeoff—in the middle of a hurricane. It seemed
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like the whole world was watching, waiting to see if id Software could
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top Doom; every casual e-mail tidbit or conversation with a visitor
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ended up posted on the Internet within hours. And meanwhile, we were
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pouring everything we had into Quake's technology; I'd often come in in
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the morning to find John still there, working on a new idea so
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intriguing that he couldn't bear to sleep until he had tried it out.
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Toward the end, when I spent most of my time speeding things up, I would
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spend the day in a trance writing optimized assembly code, stagger out
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of the Town East Tower into the blazing Texas heat, and somehow drive
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home on LBJ Freeway without smacking into any of the speeding pickups
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whizzing past me on both sides. At home, I'd fall into a fitful sleep,
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then come back the next day in a daze and do it again. Everything
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happened so fast, and under so much pressure, that sometimes I wonder
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how any of us made it through that without completely burning out.
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At the same time, of course, it was tremendously exciting. John's ideas
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were endless and brilliant, and Quake ended up establishing a new
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standard for Internet and first-person 3-D game technology. Happily, id
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has an enlightened attitude about sharing information, and was willing
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to let me write about the Quake technology—both how it worked and how it
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evolved. Over the two years I worked at id, I wrote a number of columns
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about Quake in *Dr. Dobb's Sourcebook*, as well as a detailed overview
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for the 1997 Computer Game Developers Conference. You can find these in
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the latter part of this book; they represent a rare look into the
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development and inner workings of leading-edge software development, and
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I hope you enjoy reading them as much as I enjoyed developing the
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technology and writing about it.
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The rest of this book is pretty much everything I've written over the
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past decade about graphics and performance programming that's still
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relevant to programming today, and that covers a lot of ground. Most of
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*Zen of Graphics Programming, 2nd Edition* is in there (and the rest is
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on the CD); all of *Zen of Code Optimization* is there too, and even my
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1989 book *Zen of Assembly Language*, with its long-dated 8088 cycle
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counts but a lot of useful perspectives, is on the CD. Add to that the
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most recent 20,000 words of Quake material, and you have most of what
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I've learned over the past decade in one neat package.
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I'm delighted to have all this material in print in a single place,
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because over the past ten years I've run into a lot of people who have
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found my writings useful—and a lot more who would like to read them, but
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couldn't find them. It's hard to keep programming material (especially
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stuff that started out as columns) in print for very long, and I would
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like to thank The Coriolis Group, and particularly my good friend Jeff
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Duntemann (without whom not only this volume but pretty much my entire
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writing career wouldn't exist), for helping me keep this material
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available.
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I'd also like to thank Jon Erickson, editor of *Dr. Dobb's*, both for
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encouragement and general good cheer and for giving me a place to write
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whatever I wanted about realtime 3-D. It still amazes me that I was able
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to find time to write a column every two months during Quake's
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development, and if Jon hadn't made it so easy and enjoyable, it could
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never have happened.
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I'd also like to thank Chris Hecker and Jennifer Pahlka of the Computer
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Game Developers Conference, without whose encouragement, nudging, and
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occasional well-deserved nagging there is no chance I would ever have
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written a paper for the CGDC—a paper that ended up being the most
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comprehensive overview of the Quake technology that's ever likely to be
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written, and which appears in these pages.
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I don't have much else to say that hasn't already been said elsewhere in
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this book, in one of the introductions to the previous volumes or in one
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of the astonishingly large number of chapters. As you'll see as you
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read, it's been quite a decade for microcomputer programmers, and I have
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been extremely fortunate to not only be a part of it, but to be able to
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chronicle part of it as well.
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And the next decade is shaping up to be just as exciting!
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—*Michael Abrash*\
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Bellevue, Washington\
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May 1997
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