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www.wedesoft.de
| | hereket.com
2.6 parsecs away

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| | [AI summary] A tutorial demonstrating how to create a window with raw Xlib and render a colored triangle using modern OpenGL shaders in C.
| | thenumb.at
3.1 parsecs away

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| | [AI summary] The author details the technical architecture, rendering pipeline, and optimization strategies for 'Exile,' a 3D voxel engine built from scratch using a hybrid mesh geometry solution and compact vertex data formats for performance.
| | www.nicktasios.nl
2.7 parsecs away

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| | In this series of posts, I am going to create a clone of the classic arcade game, space invaders, in C++ using only a few dependencies. In this post I will set up the required OpenGL shaders to draw a
| | therealmjp.github.io
18.5 parsecs away

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| While the idea of deferred shading/deferred rendering isn't quite as hot as it wasyear or two ago (OMG, Killzone 2 uses deferred rendering!), it's still a cool idea that gets discussed rather often.People generally tend to be attracted to way a "pure" deferred renderer neatly and cleanly separates your geometry from your lighting, as well as the idea of being able to throw lights everywhere in their scene.However as anyone who's done a little bit of research into the topic surely knows, it comes with a few drawbacks.