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machinethink.net
| | jamie-wong.com
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| | [AI summary] Jamie Wong's blog post details the process of rendering metaballs using WebGL, explaining the OpenGL programmable pipeline, shaders, and techniques for transferring data from the CPU to the GPU.
| | colececil.dev
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| | When I started using pixel art in game development, I assumed that it would easily work at any screen resolution, since modern screen resolutions are much hi...
| | tayfunkayhan.wordpress.com
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| | Code for this part can be found here. Go 3D! InPart I: Hello, Triangle!, we rendered a two-dimensional triangle defined in normalized device coordinates-space [-1, 1] directly. As simple as they can get, it was already perfect for projecting to our two-dimensional screen. Before we get into adding a third dimension to our virtual world,...
| | csantosbh.wordpress.com
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| This article is an extension to a previously discussed topic: How to perform large texture magnification for pixelated games without aliasing between texels. My first post described a method to achieve this by assuming that, during the whole time, your polygons remain approximately at the same size after they are rendered. Constant pixels with variable...