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Mega Drive/Genesis Architecture: New Techniques of...

Mega Drive/Genesis Architecture: New Techniques of Composition

Rodrigo Copetti
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Sega (and their TV ads) want you to know: Developers can't come up with decent games unless the console provides faster graphics and richer sounds.
Their new system includes lots of already familiar components ready to be programmed. This means that, in theory, developers would only need to learn about Sega's new GPU... right?
Architecture of Consoles: A Practical Analysis
Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.
This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!
卷:
3
年:
2019
语言:
english
ISBN 10:
8201146816
ISBN 13:
9798201146818
系列:
Architecture of Consoles: A practical analysis
文件:
EPUB, 1.87 MB
IPFS:
CID , CID Blake2b
english, 2019
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