[comp.sys.ibm.pc] Writing Games

fdl@homxa.UUCP (F.LAROCCA) (09/10/87)

Hi,
	I'm looking for a book or papers on how one
	writes games for the PC. I own a PC6300 and
	would like to know the very basic details about
	how to create graphics, move them around,etc.. A
	very detailed article about an existing game
	like digger or frogger would be great. 
	No article is too trivial I'm a hardware type
	so the simpler the better.  If any one
	out there has done this and would like to share
	their experience that would be appreciated.
				
					Thanks,
					Frank
					homxa!fdl
	
					

jojo@speedy.WISC.EDU (Jon Wesener) (09/10/87)

In article <2436@homxa.UUCP> fdl@homxa.UUCP (F.LAROCCA) writes:
>
>Hi,
>	I'm looking for a book or papers on how one
>	writes games for the PC. I own a PC6300 and
>	would like to know the very basic details about
>	how to create graphics, move them around,etc.. A

	In the July 1986, PC Tech Journal is an excellent article on
	animation that will get you started on graphix.  They lack a
	few modifications to make them REALLY nice, like removing borders
	from pictures, but are a solid base for your own routines.
	I was quite upset when I first saw the article, actually, because
	I had done the exact same things on my own and here it was in
	print...

--j


jon wesener
jojo@speedy.wisc.edu
	"If you like ASTROTIT, you should see what's coming! ;-)"

jim@randvax.UUCP (09/11/87)

In article <2436@homxa.UUCP> fdl@homxa.UUCP (F.LAROCCA) writes:
>
>	I'm looking for a book or papers on how one
>       writes games for the PC.
>       ...
>       how to create graphics, move them around,etc..

Bruce Artwick, author of Flight Simulator, wrote a book called
"Applied Concepts in Microcomputer Graphics", Prentice-Hall 1984,
ISBN 0-13-039322-3.  Its chapter headings are:

	1. Applications of Microcomputer Graphics
	2. Display generation basics
	3. Working with display generation hardware
	4. An intro to peripheral graphic devices
	5. Interactive design elements and intelligence
	6. Design and simulation system interaction
	7. Mathematics and transforms for advanced graphics
	8. High-performance graphics and animation
	9. Business graphics

It has appendices on the Apple and IBM PC.  I suspect you'll be most
interested in Chapter 2, which talks about coordinate systems, point
and line plotting, panning, scrolling, rotation, data compression and
so on.  Subheads in Chapter 8 talk about frame refreshing, flicker
reduction, image generation speedup techniques and lots of other class
stuff.  If you want to know what goes into a tour-de-force like Flight
Simulator, this is it.
-- 
	Jim Gillogly
	{hplabs, ihnp4}!sdcrdcf!randvax!jim
	jim@rand-unix.arpa