Black Art of Macintosh Game Programming 1996: Difference between revisions
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< | '''''Black Art of Macintosh Game Programming''''' is a book by Kevin Tieskoetter, published by Waite Group Press of Corte Madera, California (a division of Sams Publishing), copyright 1996 by The Waite Group, Inc., ISBN 1-57169-059-X. The Library of Congress catalogued it in 1995 (QA76.76.C642T54 1995, card number 95-44225). Its technical reviewer was Eduard Schwan and its publisher Mitchell Waite.<ref name="tp">Kevin Tieskoetter, ''Black Art of Macintosh Game Programming'' (Waite Group Press, 1996), copyright page (PDF p. 3).</ref> The Library of Congress record gives the extent as xxv, 793 pages.<ref name="ol">Open Library, [https://openlibrary.org/books/OL807543M ''Black art of Macintosh game programming'', record OL807543M], from Library of Congress catalogue data. Retrieved 2026-09-30.</ref> | ||
The book works from Toolbox basics through sprite animation, sound and a complete invaders game to 3D wireframe and polygon graphics, optimisation for the Power Macintosh, texture mapping and a flight simulator. It shipped with a CD-ROM.<ref name="toc">Tieskoetter, ''Black Art of Macintosh Game Programming'', Contents at a glance, p. vii (PDF p. 8).</ref> | |||
== Contents == | |||
Page numbers are from the book's contents list.<ref name="toc" /> | |||
* Introduction, p. xxi | |||
* About the CD-ROM, p. xxiii | |||
* Chapter 1: Games and the Macintosh, p. 1 | |||
* Chapter 2: Opening the Toolbox: Macintosh Programming Basics, p. 11 | |||
* Chapter 3: More about the Toolbox, p. 45 | |||
* Chapter 4: Mathematics of Art, p. 77 | |||
* Chapter 5: Sprite Animation, p. 119 | |||
* Chapter 6: Talking to the Computer, p. 155 | |||
* Chapter 7: Listening to the Computer, p. 181 | |||
* Chapter 8: Invaders!, p. 227 | |||
* Chapter 9: Wireframe Graphics, p. 269 | |||
* Chapter 10: Three-Dimensional Graphics, p. 305 | |||
* Chapter 11: Polygon-Fill Graphics, p. 339 | |||
* Chapter 12: Optimization, p. 387 | |||
* Chapter 13: Accelerating and Bypassing QuickDraw, p. 433 | |||
* Chapter 14: Optimizing Power Macintosh, p. 463 | |||
* Chapter 15: Hidden Surface Removal, p. 491 | |||
* Chapter 16: Polygon Clipping, p. 525 | |||
* Chapter 17: Viewing the World, p. 569 | |||
* Chapter 18: Three-Dimensional Mazes, p. 601 | |||
* Chapter 19: Texture Mapping, p. 629 | |||
* Chapter 20: Graphics in Flight, p. 689 | |||
* Chapter 21: Game Marketing and Distribution, p. 751 | |||
* Chapter 22: The Future of 3D Games, p. 765 | |||
* Appendix A: Recommended Reading, p. 777 | |||
* Index, p. 779 | |||
== What this book does not contain == | |||
It is a programming book. It has no service procedures, parts lists, schematics or electrical data for the Macintosh; Apple's repair documentation is in [[:Category:Apple Service Source]]. The hosted scan is 828 pages including the covers, order form and CD licence pages; the CD-ROM is not included. | |||
== Related titles on this wiki == | |||
* [[Tricks Of The Mac Game Programming Gurus 1995]] | |||
* [[Sex Lies and Video Games How to Write a Macintosh Arcade Game 1996]] | |||
* [[Mac Game Programming 2002]] | |||
* [[Macintosh Game Animation 1985]] | |||
* [[Macintosh Game Programming Techniques 1996]]: holder page; the file has not been uploaded | |||
<pdf> File:Black_Art_of_Macintosh_Game_Programming_1996.pdf </pdf> | |||
Download: [[:File:Black_Art_of_Macintosh_Game_Programming_1996.pdf|Black_Art_of_Macintosh_Game_Programming_1996.pdf]] | |||
== References == | |||
<references /> | |||
[[Category:Apple Programming Documentation]] | [[Category:Apple Programming Documentation]] | ||