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Black Art of Macintosh Game Programming 1996: Difference between revisions

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link the related titles this book belongs with (P4 orphan fix)
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
 
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'''Black Art of Macintosh Game Programming''' by '''Kevin Tieskoetter''', Waite Group Press (a division of Sams Publishing), Corte Madera, California, '''827 pages''', copyright 1996 by The Waite Group, Inc. ISBN '''1-57169-059-X'''. Technical reviewer Eduard Schwan; publisher Mitchell Waite.
'''''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>


At 827 pages this is the longest book in this category on the wiki.
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 ==
== Related titles on this wiki ==
* [[Macintosh Game Programming Techniques 1996]] - a holder page whose file was never uploaded.
* [[Tricks Of The Mac Game Programming Gurus 1995]]
* [[Macintosh Game Animation 1985]], [[Mac Game Programming 2002]].
* [[Sex Lies and Video Games How to Write a Macintosh Arcade Game 1996]]
 
* [[Mac Game Programming 2002]]
== This is not a repair source ==
* [[Macintosh Game Animation 1985]]
It is a programming book. It contains '''no service procedures, no exploded views, no parts lists, no schematics, no voltages and no component values''', and nothing in it should be cited for a hardware figure. Apple's own repair documentation is in [[:Category:Apple Service Source]]; for electrical data on a specific machine the '''Developer Notes''' are the place to look, because they carry rail currents, processor-direct-slot power budgets and connector pinouts that the ''Service Source'' manuals do not.
* [[Macintosh Game Programming Techniques 1996]]: holder page; the file has not been uploaded


<pdf> File:Black_Art_of_Macintosh_Game_Programming_1996.pdf </pdf>
<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]]
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]]

Latest revision as of 14:03, 30 September 2026

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.[1] The Library of Congress record gives the extent as xxv, 793 pages.[2]

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.[3]

Contents

[edit | edit source]

Page numbers are from the book's contents list.[3]

  • 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

[edit | edit source]

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.

[edit | edit source]

Download: Black_Art_of_Macintosh_Game_Programming_1996.pdf

References

[edit | edit source]
  1. ↑ Kevin Tieskoetter, Black Art of Macintosh Game Programming (Waite Group Press, 1996), copyright page (PDF p. 3).
  2. ↑ Open Library, Black art of Macintosh game programming, record OL807543M, from Library of Congress catalogue data. Retrieved 2026-09-30.
  3. ↑ 3.0 3.1 Tieskoetter, Black Art of Macintosh Game Programming, Contents at a glance, p. vii (PDF p. 8).