A lot of the stuff is still in use - one of the best selling video games recently (and many others) are still using this tech to some degree (brushes, bsp, and csg).
The vast majority of the book is dedicated to optimizing Pentium-and-earlier processors as well as EGA/VGA programming modes, with a smaller but still significant chunk on software polygon rasterization. There is value in the bits on BSP and visibility, but it's probably only a third of the last ten (of 70) chapters. That said, there's probably more relevant worth in those bits than any Game Programming Gems books :).
Abrash is a great writer and, even if you skip the deep technical dives and code listings, the book is still worth reading.
Comments
A lot of the stuff is still in use - one of the best selling video games recently (and many others) are still using this tech to some degree (brushes, bsp, and csg).
The vast majority of the book is dedicated to optimizing Pentium-and-earlier processors as well as EGA/VGA programming modes, with a smaller but still significant chunk on software polygon rasterization. There is value in the bits on BSP and visibility, but it's probably only a third of the last ten (of 70) chapters. That said, there's probably more relevant worth in those bits than any Game Programming Gems books :).
Abrash is a great writer and, even if you skip the deep technical dives and code listings, the book is still worth reading.