
No one has done more to conquer the performance limitations of the PC than Michael Abrash, a software engineer for Microsoft. His complete works are contained in this massive volume, including everything he has written about performance coding and real-time graphics. The CD-ROM contains the entire text in Adobe Acrobat 3.0 format, allowing fast searches for specific facts.
>> If you have any interest in programming, you should look at Michael Abrash's Graphics Programming Black Book Special Edition. It has just about everything he has written, from the ancient work on optimizing for the 8086 (still interesting to read) to the articles written during quake's development.
His overview of the Quake 3D engine: https://www.bluesnews.com/abrash/chap70.shtml
CPU are very different these days, but the process he goes through is essentially unchanged.
An old example from the beginning of the century: if you did matrix algebra you could have understood how to rotate an object position in 3D for a game using math but find it very hard to code. Or you could take Michael Abrash's Graphics Programming Black Book [1] and learn it anyway. You'll do fine.
[1] https://www.jagregory.com/abrash-black-book/#a-simple-3-d-ex...
There are a few anecdotes from hardware designers of 2d graphics cards mixed in, but the bulk of the book is about writing optimised x86 assembly (don't follow the any of it's advice these days) and writing fast polygon rasterisers.
