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0fps.net
| | csantosbh.wordpress.com

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...
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| | procworld.blogspot.com

We just got some fresh measurements that I would like to share. Voxels and polygons are alternative forms of storing and visualizing 3D in...
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| | thenumb.at

[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.
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| | blog.didierstevens.com

Here is an overview of content I published in September: SANS ISC Diary entries: BASE64 Over DNS Web Searches For Archives
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