
- tricks of the game programming gurus
- more tricks of the game programming gurus
- tricks of the 3D game programming gurus
- black art of 3D game programming
- tricks of the windows game programming gurus
- game programming gems
- AI game programming wisdom
- designing virtual worlds
- gardens of imagination
- flights of fantasy
- cutting-edge 3D game programming with C++
- dungeons of discovery
- action arcade adventure set
- amazing 3-D games adventure set
- DOS undocumented
(not from the era, but about it):
- game engine black book: wolfenstein 3D
- game engine black book: doom
He has written several popular books in the 90s. His first (major, I believe) book was "Tricks of the Game-Programming Gurus", which revolved around Wolfenstein 3D (ray casting). In reality, it was an overrated and ultimately terrible book (amonth the other things, the book project was not an actual game, and his approach to optimization was to use assembly instead of better algorithms).
"Black Art of 3D game programming" is a good book instead, and also relatively relevant today, for those who want to understand the basics of 3d. It also goes in detail in explaining BSP trees, whose implementation is considerably more complex than one would imagine by reading "Game Engine Black Book - Doom" (nothing wrong with that, it's just a matter of page budget).