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morad.in
| | www.elopezr.com
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| | [latexpage] Rise of the Tomb Raider (2015) is the sequel to the excellent Tomb Raider (2013) reboot. I personally find both refreshing as they move away from the stagnating original series and rete...
| | www.velanstudios.com
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| | [AI summary] The text describes the rendering pipeline of the Viper Engine used in the game Knockout City. It covers various stages including the initial 3D scene rendering, post-processing steps like distortion, bloom, tonemapping, and anti-aliasing, followed by UI rendering and the final backbuffer pass. The article also mentions future enhancements and invites interested readers to apply for the Viper Engine team.
| | simoncoenen.com
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| | A graphics study of Doom Eternal
| | pagefault.se
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| Outlined in a previous post, I put down some ideas on how to utilize Ds metaprogramming capabilities in order to reduce the amount of fairly unnecessary boilerplate when writing OpenGL code. (I should note, I was heavily inspired by tomakas glium in rust land) Since then, Ive been hard at work abusing the basic idea laid out, coupled with implementing things I merely hinted at in my last post, like instancing and element buffer object support.