University of Missouri-Columbia
This is an engineering book. You will not find much prose in here (the author’s English is broken anyway.) Instead, this book has only bit of text and plenty of drawings attempting to describe in great detail the Wolfenstein 3D game engine and its hardware, the IBM PC with an Intel 386 CPU and a VGA graphic card.
Game Engine Black Book details techniques such as raycasting, compiled scalers, deferred rendition, VGA Mode-Y, linear feedback shift register, fixed point arithmetic, pulse width modulation, runtime generated code, self-modifying code, and many others tricks. Open up to discover the architecture of the software which pioneered the First Person Shooter genre.
Table of Contents: Introduction / The Algorithmic Structure of Quantum Computing / Advantages and Limitations of Quantum Computing / Amplitude Amplification / Case Study: Computational Geometry / The Quantum Fourier Transform / Case Study: The Hidden Subgroup / Circuit Complexity Analysis of Quantum Algorithms / Conclusions / Bibliography