 
      
    | You are here | eng.aurelienpierre.com | ||
| | | | | ventspace.wordpress.com | |
| | | | | This is Part 1 of a series examining techniques used in game graphics and how those techniques fail to deliver a visually appealing end result. See Part 0 for a more thorough explanation of the idea behind it. High dynamic range. First experienced by most consumers in late 2005, with Valve'sHalf Life 2: Lost Coast... | |
| | | | | blog.johnnovak.net | |
| | | | | Personal blog of John Novak | |
| | | | | svgees.us | |
| | | | | ||
| | | | | www.softdevtube.com | |
| | | Programming history is filled with bugs that turned out to be features and limitations that pushed developers to make even more interesting products. We'll journey through code that was so 'bad' it was actually good. Along the way we'll look at the important role failure plays in learning. Then we'll tame our inner perfectionists and | ||