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Black Art of Macintosh Game Programming 1996

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Revision as of 14:03, 30 September 2026 by Josh (talk | contribs) (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 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

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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

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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.

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Download: Black_Art_of_Macintosh_Game_Programming_1996.pdf

References

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  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).