/explore
|
You are here |
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... |
|
| | | | | ||
| | | | |
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... |
|
| | | | | ||
| | | | |
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. |
|
| | | | | ||
| | | | |
blog.didierstevens.com
Here is an overview of content I published in September: SANS ISC Diary entries: BASE64 Over DNS Web Searches For Archives |
|
| | | |||