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markphelps.me
| | www.johndcook.com
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| | Refactoring of code from previous posts. Uses the Cayley-Dickson construction to multiply real, complex, quaterion, and octonion numbers (and more).
| | www.redblobgames.com
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| | Amit's guide to math, algorithms, and code for hexagonal grids in games
| | www.martin-finke.de
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| | therealmjp.github.io
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| Lately I've been thinking about things in graphics that have long worn out their welcome, and I started a list of techniques that I hope will be nowhere in sight once everyone moves on to next-gen console hardware (or starts truly exploiting high-end PC hardware). Here they are, in no particular order: Phong/Blinn-Phong - we need more expressive BRDF's for our materials, and these guys are getting in the way. Phong is just plain bad, as it doesn't even produce realistic streaks at glancing angles (due to using the reflection vector and not the halfway vector like with microfacet-based BRDF's).