Black Art of Macintosh Game Programming 1996: Difference between revisions

Removed Apple Documentation category
Page count: book is xxv, 793 pp. (LoC record), not 827 (the PDF has 828); remove 'longest book' claim built on it; add LoC data, contents with page numbers; cite copyright page and catalogue record; trim boilerplate
 
(2 intermediate revisions by the same user not shown)
Line 1: Line 1:
<pdf>File:Black_Art_of_Macintosh_Game_Programming_1996.pdf</pdf>
'''''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>


Download Black Art of Macintosh Game Programming 1996 here: [[File:Black_Art_of_Macintosh_Game_Programming_1996.pdf]]
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]]