Michael Abrash's Game Programming Black Book links

PDFs of all chapters as originally released

Links to gamedev.net

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