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