When C++ was First introduced many benefits such as code reuse, portability and scalability were promised, but somehow these benefits failed to eventuate. It didn’t take too long before most people in the embedded world decided that the promises were just hype, and settled down to using C++ as a slightly better version of C
This book has existed (in one form or another) since the First edition of C# and the .NET Platform
was published in conjunction with the release of .NET 1.0 Beta 2, circa the summer of 2001. Since
that point, I have been extremely happy and grateful to see that this text was very well received by
the press and, most important, by readers. Over the years it was nominated as a Jolt Award finalist
(I lost . . . crap!) and for the 2003 Referenceware Excellence Award in the programming book category
A few years ago I became interested in First person shooter games and in particular how the world levels are created and rendered in real time. At the same time I found myself in between jobs and so I embarked on an effort to learn about 3D rendering with the goal of creating my own 3D rendering engine. Since I am a developer and not an artist I didn’t have the skills to create my own models, levels, and textures. So I decided to attempt to write a rendering engine that would render existing game levels. I mainly used information and articles I found on the web about Quake 2, Half Life, WAD and BSP files. In particular I found the Michael Abrash articles that he wrote for Dr. Dobbs magazine while working at Id to be very illuminating.
To compile the project, First create a directory in which to place
the build products. It is recommended, but not required, that the
build directory be separate from the source directory.
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