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On Sunday 03 February 2002 16:20, Michael wrote:
> > Wow, I just looked at it. It's an awesome book. As for outdated, who
> > cares? The valuable stuff is not making hyper-optimized 486 assembly code
> > that squeezes stuff out of 256 megs of RAM, it's the art of creating a
> > game. The book actually spends a large part of the time looking at the
> > creative side. I sure don't see that going on in today's game writing
> > books. It's all more like 'here's how to create the quake 3d engine'.
>
> I think you misread that a little. That wasn't 256 megs of ram. it was
> kilobytes. Thank gawd we don't hafta work within those limitations today.
Whoops. I mistyped, actually. And I agree - what could be worse than trying
to get around hardware limitations when you are trying to make a cool game?
> :)
>
> It's definately the type of book I'd be tempted to try to update after
> finishing the engine as sort of a HOWTO guide. It does amuse me about
> editing in graphics by hand entering hex values and stuff because I
> remember doing that. All computer science students should hafta read some
> old books like this and make the examples work using the tools of that day
> before they do the new stuff. Then they'll never complain again about how
> hard editing sprites in Photoshop is. ;)
hehe
--
-- Igor
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