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Old game engines and their structure?
I'm interested in the introspective anatomy (memory hierarchy, rendering, interaction with hardware, subtleties, tricks, etc.) of old game engines (quake, unreal) - in particular, the doom engine (I know its source code is available for public access, but he will crush it - quite a challenge). I also want to point out that I studied C# on my own for four years. Could you recommend me books, videos, video courses, articles and any other materials - for beginners in this field?
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Found this book.
gamesmaker.ru/books/kak-samomu-sozdat-trehmernuyu-igru She
seems to be.
Quake 2 / Quake 3 code is open and very well documented.
Can be read like a book starting with WinMain. Try to change something, compile. Play in general.
Also, you can read the article on Habré for a general idea.
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