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0fps.net
| | thenumb.at
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| | [AI summary] The post discusses the development of a voxel-based game engine called Exile, focusing on its rendering pipeline, techniques like meshing and ambient occlusion, and the challenges of creating a performant and extensible platform for voxel-based games.
| | 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...
| | www.reedbeta.com
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| | Pixels and polygons and shaders, oh my!
| | www.nicktasios.nl
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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