Explore >> Select a destination


You are here

0fps.net
| | csantosbh.wordpress.com
2.8 parsecs away

Travel
| | 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
3.0 parsecs away

Travel
| | Pixels and polygons and shaders, oh my!
| | thenumb.at
2.2 parsecs away

Travel
| | [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.
| | ropmann.wordpress.com
19.1 parsecs away

Travel
| Visit the post for more.