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mikejsavage.co.uk
| | colececil.dev
7.1 parsecs away

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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...
| | 0fps.net
2.4 parsecs away

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| | Large voxel terrains may contain millions of polygons. Rendering such terrains at a uniform scale is both inefficient and can lead to aliasing of distant objects. As a result, many game engines choose to implement some form of level of detail based rendering, so that distant terrain is rendered with less geometry. http://www.youtube.com/watch?v=4S1sYUHV20s In this...
| | jamie-wong.com
5.4 parsecs away

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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.
| | bartwronski.com
33.7 parsecs away

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| In couple days I'm saying goodbye to my big desktop PC for several next weeks (relocation), so time to commit some stuff to my CSharpRenderer GitHub repository that was waiting for it for way too long. :) Startup time optimizations The goal of this framework was to provide as fast iterations as possible. At first...