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Game Engine Black Book: Doom

4.59  ·  Rating details ·  155 ratings  ·  25 reviews
Paperback, 423 pages
Published December 5th 2018 by CreateSpace Independent Publishing Platform
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Average rating 4.59  · 
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 ·  155 ratings  ·  25 reviews

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Feb 13, 2019 rated it it was amazing
The book covers a lot of material in 400 pages. Very little overlap with "Black Book: Wolfenstein 3D", which was a pleasant surprise. If you played Doom when it was released and thought that it must be some kind of black magic, read this tome to have magic explained to you (and all the dark sacrifices that had to be made to achieve playable performance on something like 386SX25).
Feb 09, 2019 rated it it was amazing
Excellent book for everybody, who:

- played the original Doom
- is software developer
- is curious about game design
- enjoyed the previous Game engine black book: Wolfenstein 3D
- prefers facts, ideas, mechanisms and pictures

For each of this case, consider one star for the overall rating. This makes 5* for me and I'm really looking forward to read the next one - Quake (hopefully]. If you are interested more in stories, characters and the overall development, I can not recommend anything better than
May 09, 2019 rated it really liked it
Ну, такое.

Первый том мне больше понравился: хардвар того времени лучше раскрыт, хаков красивых больше (Linear Shift Feedback Register и компиляцию скалирования текстур я до сих пор помню, жалко применить негде), и движок с, простихосподи, теорией за ним разжеван солидней, IEEE 754 был по-человечески рассказан.

Первый недостаток, правда, можно списать: Sanglard сам пишет, что не очень хочет повторятся, в id Tech number UNO примерно половина заморочек с железом унаследовалось из Wolfenstein 3D
Jaysen Huculak
Dec 10, 2018 rated it it was amazing
Shelves: read-2018
On the 25th Anniversary of the release of DOOM I bought this book and read it cover to cover. It is that good.

I read this book hoping for a combination of nostalgia and technical interest. I was not disappointed. I found this book less hardware and code specific than the Wolf book and more contextual and interview focused, but enjoyed it for those differences. The book starts with two great forwards from John Carmack and Dave Taylor. What follows is an interesting journey through the technical
Koen Crolla
Apr 12, 2019 rated it liked it
Shelves: vidya, programming
Suffers from all the same problems as the first one. There's more substance to Doom's implementation than there was to Wolfenstein 3D's, so proportionally less of the book is irrelevant filler (there's still a bunch, mostly about NeXTSTEP and some of the consoles Doom was ported to) and technobabble (and I do mean technobabble, not technical jargon), but the main problem—that the central algorithms of the game are very poorly communicated—is actually worse in this one. While a considerable ...more
Dec 29, 2018 rated it it was amazing
Shelves: cto-code
A brilliant follow-up on the Wolfenstein 3D book. A large part of the content details the inners of PC, NeXT stations (used respectively as the target and dev platforms) and the architecture of video game consoles where Doom has been ported after the PC release. Of course, the game engine is covered in details, and shows the brilliant software architecture and tricks used throughout the code by idSoftware. A must have for your software book shelf!
Elie De Brauwer
Okay, this is best tech book I will read this year, and frankly I'm not surprised. I really enjoyed the previous work by Sanglard about wolf3d.exe, and this book is yet another pearl. I actually appreciated this book even more as this book also cover the hardware architecture I grew up with (aka the i486 and the consoles of the 90s).

Hoping that the Quake black book will appear soon ;).
Dec 29, 2018 rated it it was amazing
Another great deep dive on a classic code-base that also gives great background on the context it was developed in - from hardware to the educational resources the team could lean on.
May 27, 2019 rated it really liked it
This book is incredibly detailed and really fun. It's a great compliment to other books about Doom and id Software in the 90s such as Masters of Doom. My only issue with it is that it is positively littered with typos and copy mistakes. Sometimes I'd argue it even goes into too much detail, such as with the system teardowns of each and every console Doom was ported to. Those chapters, where he gets into the interesting idiosyncracies of each system architecture that make that particular port a ...more
Paul Kautz
Mar 17, 2019 rated it it was amazing
A truly impressive book. If you‘re even remotely interested in the inner workings of one of the most important computer games of all time then this book is a must-read! Of course it‘s quite the heavy-hitter in the technical department - you should have a bit of affinity to the coding world, otherwise half of the book will be mere gibberish to you. But even in that case the other half, consisting of insightful development anecdotes and highly interesting background information, will get you ...more
Eros Fratini
Mar 07, 2019 rated it it was amazing
Questo libro racconta la storia della creazione di DOOM, uno dei pilastri della storia dei videogiochi.
Si comincia con un esame approfondito dell'hardware dell'epoca (il 1993), dei linguaggi di programmazione e degli strumenti di sviluppo a disposizione per passare poi a descrivere, in una storia avvincente come un romanzo, l'immensa sfida tecnologica affrontata da John Carmack e soci per mettere in piedi, nell'arco di 11 mesi, una leggenda.
Si tratta di un libro estremamente tecnico, che pone
Oct 13, 2019 rated it it was amazing
It was a remarkable book describing software development in the early 90s. As a software developer nowadays the issues devs had to face and problems tackle sound completely insane. I never realized that there were so many nuances and hurdles that had to be solved during its development. I would definitely recommend this book for any software engineer, even if he is not interested in the game engine itself. The only thing that might push away some readers is that it can get quite crunchy, ...more
Dominic Humphries
Feb 26, 2019 rated it really liked it
Shelves: programming
Well written, but somehow not as absorbing as the Wolfenstein book - probably because Wolfenstein was "solving an impossible problem" when Doom was then "solving it even better". Worth a rea but I don't feel like I learned nearly as much as I did from its predecessor
Feb 05, 2019 rated it really liked it
An amazing insight in one of the most famous 3D engines ever created. Readers do need a certain tech (software) background to understand the fine points.
There's a lot of info on the console ports which weren't that interesting to me, but they were well written. Good read.
José García Urrutia
Jan 05, 2019 rated it it was amazing
A wonderful technical review of the game engine and also about the struggles of programming. Was very interesting and pretty funny too!
Aug 05, 2019 rated it it was amazing  ·  review of another edition
Great and accessible dive into Doom's engine and technical context around the game.
Jason Copenhaver
Dec 25, 2018 rated it it was amazing
I loved the nostalgia and the in-depth discussion of how the game was made. Can't wait to go read the Wolf3D version.
Jun 17, 2019 rated it really liked it
Very interesting read that is sadly a bit tarnished by frequent typos and similar, unnecessary but irritating bloopers.
Jul 28, 2019 rated it really liked it
That was really good! I hoped it'd be more technical than it was, but still an interesting read
Jun 05, 2019 rated it it was amazing
Sanglard is a master explainer. 400+ pages of clear explanations with a visual on nearly every page -- he sets the bar for retro-game-archeology books.
May 08, 2019 rated it it was amazing
Isaac Serrano
Jan 31, 2019 rated it it was amazing
A little technical, but if you feel you may like this book, you will LOVE this book.
If recommend reading the Wolfenstein one first, but not at all needed.
Raf Van Baelen
Mar 01, 2019 rated it really liked it
Heel diepgaande analyse. Voor persoonlijk soms iets te diep. Ook mooi overzicht van de historische context.
Dec 31, 2018 rated it it was amazing
Shelves: computer-history
He disfrutado enormemente leyendo este libro y recordando la època de la programación en los 90s.
Apr 04, 2019 rated it really liked it
A fun dive into the Doom ('93) engine.
Mihai Parparita
rated it really liked it
Feb 17, 2019
rated it it was amazing
Apr 28, 2019
rated it it was amazing
Mar 11, 2019
Kai-Chung Yan
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May 14, 2019
Simon Rodriguez
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Dec 28, 2018
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