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blog.selfshadow.com | ||
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advances.realtimerendering.com
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| | | | | [AI summary] The course provides an in-depth exploration of real-time rendering techniques used in modern video games, highlighting practical applications and innovations from the game development community and cutting-edge research. It features presentations from industry leaders and researchers, covering topics such as motion blur, global illumination, subsurface scattering, and dynamic sand simulation, with a focus on performance, visual fidelity, and production-ready solutions. | |
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www.copetti.org
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| | | | | An in-depth analysis that explains how this console works internally | |
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scalibq.wordpress.com
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| | | | | Here's just a quick brainfart I had after watching a video on 90s rendering technology, part of which concentrated on how John Carmack moved from Commander Keen to Wolfenstein 3D, DOOM and Quake: https://www.youtube.com/watch?v=gNd0dsTiEwg An interesting point there is that each of these these games uses a very different approach to rendering. And a related... | |
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gist.github.com
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| | | An example of using OpenGL shaders (and indexed drawing) in Nim - nim_opengl_shader_example.nim | ||