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0fps.net | ||
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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... | |
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www.reedbeta.com
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| | | | | Pixels and polygons and shaders, oh my! | |
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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. | |
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ropmann.wordpress.com
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| | | Visit the post for more. | ||