Cover |
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Table of Contents |
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Introduction |
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Part 1 |
[Opening Page] |
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Part 2 |
[Opening Page] |
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Chapter 1 |
The Best Optimizer is between Your Ears (4.3 MB) |
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Chapter 2 |
A World Apart (2.7 MB) |
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Chapter 3 |
Assume Nothing (2.6 MB) |
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Chapter 4 |
In the Lair of the Cycle-Eaters (3 MB) |
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Chapter 5 |
Crossing the Border (1.5 MB) |
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Chapter 6 |
Looking Past Face Value (3.5 MB) |
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Chapter 7 |
Local Optimization (2.1 MB) |
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Chapter 8 |
Speeding Up C with Assembly Language (3.7 MB) |
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Chapter 9 |
Hints My Readers Gave Me (2.7 MB) |
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Chapter 10 |
Patient Coding, Faster Code (3.8 MB) |
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Chapter 11 |
Pushing the 286 and 386 (3.5 MB) |
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Chapter 12 |
Pushing the 486 (2.2 MB) |
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Chapter 13 |
Aiming the 486 (2.4 MB) |
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Chapter 14 |
Boyer-Moore String Searching (2.2 MB) |
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Chapter 15 |
Boyer-Moore String Searching (2.2 MB) |
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Chapter 16 |
There Ain't No Such Thing as the Fastest Code (4.7 MB) |
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Chapter 17 |
The Game of Life (2.2 MB) |
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Chapter 18 |
It's a Wonderful Life (4.2 MB) |
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Chapter 19 |
Pentium: Not the Same Old Song (1.4 MB) |
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Chapter 20 |
Pentium Rules (5.8 MB) |
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Chapter 21 |
Unleashing the Pentium's V-pipe (0.8 MB) |
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Chapter 22 |
Zenning and the Flexible Mind (0.5 MB) |
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Chapter 23 |
Bones and Sinew (5.2 MB) |
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Chapter 24 |
Parallel Processing with the VGA (2.9 MB) |
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Chapter 25 |
VGA Data Machinery (2.7 MB) |
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Chapter 26 |
VGA Write Mode 3 (2.4 MB) |
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Chapter 27 |
Yet Another VGA Write Mode (3.5 MB) |
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Chapter 28 |
Reading VGA Memory (0.8 MB) |
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Chapter 29 |
Saving Screens and Other VGA Mysteries (1 MB) |
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Chapter 30 |
Video Est Omnis Divisa (1.1 MB) |
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Chapter 31 |
Higher 256-Color Resolution on the VGA (1.5 MB) |
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Chapter 32 |
Be It Resolved: 360x480 (0.8 MB) |
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Chapter 33 |
Yogi Bear and Eurythmics Confront VGA Colors (2.9 MB) |
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Chapter 34 |
Changing Colors without Writing Pixels (1 MB) |
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Chapter 35 |
Bresenham Is Fast, and Fast Is Good (1.2 MB) |
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Chapter 36 |
The Good, theBad, and the Run-Sliced (0.9 MB) |
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Chapter 37 |
Dead Cats and Lightning Lines (0.7 MB) |
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Chapter 38 |
The Polygon Primeval (3.9 MB) |
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Chapter 39 |
Fast Convex Polygons (4.2 MB) |
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Chapter 40 |
Of Songs, Taxes, and the Simplicity of Complex Polygons (1 MB) |
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Chapter 41 |
Those Way-Down Polygon Nomenclature Blues (0.8 MB) |
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Chapter 42 |
Wu'ed in Haste; Fried, Stewed at Leisure (1.5 MB) |
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Chapter 43 |
Bit-Plane Animation (5.6 MB) |
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Chapter 44 |
Split Screens Save the Page-Flipped Day (1.2 MB) |
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Chapter 45 |
Dog Hair and Dirty Rectangles (2.5 MB) |
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Chapter 46 |
Who Was that Masked Image? (0.9 MB) |
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Chapter 47 |
Mode X: 256-Color VGA Magic (1.5 MB) |
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Chapter 48 |
Mode X Marks the Latch (1.9 MB) |
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Chapter 49 |
Mode X 256-Color Animation (2.7 MB) |
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Chapter 50 |
Adding a Dimension (1.3 MB) |
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Chapter 51 |
Sneakers in Space (1.6 MB) |
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Chapter 52 |
Fast 3-D Animation: Meet X-Sharp (0.9 MB) |
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Chapter 53 |
Raw Speed and More (0.9 MB) |
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Chapter 54 |
3-D Shading (1.1 MB) |
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Chapter 55 |
Color Modeling in 256-Color Mode (2.3 MB) |
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Chapter 56 |
Pooh and the Space Station (1.8 MB) |
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Chapter 57 |
10,000 Freshly Sheared Sheep on the Screen (2.2 MB) |
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Chapter 58 |
Heinlein's Crystal Ball, Spock's Brain, and the 9-Cycle Dare (2.2 MB) |
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Chapter 59 |
The Idea of BSP Trees (1.6 MB) |
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Chapter 60 |
Compiling BSP Trees (0.8 MB) |
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Chapter 61 |
Frames of Reference (0.9 MB) |
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Chapter 62 |
One Story, Two Rules, and a BSP Renderer (0.8 MB) |
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Chapter 63 |
Floating-Point for Real-Time 3-D (0.6 MB) |
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Chapter 64 |
Quake's Visible-Surface Determination (2 MB) |
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Chapter 65 |
3-D Clipping and Other Thoughts (1.6 MB) |
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Chapter 66 |
Quake's Hidden-Surface Removal (0.7 MB) |
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Chapter 67 |
Sorted Spans in Action (0.8 MB) |
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Chapter 68 |
Quake's Lighting Model (1.8 MB) |
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Chapter 69 |
Surface Caching and Quake's Triangle Models (0.9 MB) |
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Chapter 70 |
Quake: A Post-Mortem and a Glimpse into the Future (1.9 MB) |
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Afterword |
(0.1 MB) |
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Index |
(2.2 MB) |
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