Book: D&D of MOGs
Game Graphics 101: Textures, UV Mapping, and Texture Filtering
September 19, 2016 by • “No Bugs” Bunny
Quote:
Size-wise, textures are HUGE. Actually, in a typical 3D game, 90%+ of the space on disk (and of GPU bandwidth/RAM) are used by textures.
Another Quote:
3D anti-aliasing algorithms can be divided into two large groups: 'proper' anti-aliasing (the one which tries to avoid anti-aliasing in the first place), and 'post-processing' anti-aliasing (the one which creates an aliased image – and then post-processes it to make it look better).
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingTips and Tricks
Read moreMOG Graphics 101: 3D Maths Basics, Meshes, Client- and Server-Side Polygon Counts
September 6, 2016 by • “No Bugs” Bunny
Quote:
for the purposes of the MOG network communications, I usually suggest using Euler angles to represent rotations/orientations
Another Quote:
One thing which persistently haunts 3D developers, is polygon count.
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingTips and Tricks
Read moreGame Graphics 101: Rendering 2D on GPU. Shaders
August 29, 2016 by • “No Bugs” Bunny
Quote:
Using 3D engine can improve your 2D picture dramatically.
Another Quote:
Strictly speaking, “shader” is a program which is executed for each “vertex” or each “pixel”
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingTips and Tricks
Read moreGame Graphics 101: 2D Animation, Sprites, Double and Triple Buffering
August 16, 2016 by • “No Bugs” Bunny
Quote:
If you’re using double buffering AND perform buffer swap in sync with the V-Sync signal, your monitor will show your game just as a movie projector with shutter would show a cartoon in the cinema
Another Quote:
I’ve seen a pretty minimal 2D engine written from scratch at a cost of 4-6 person-weeks
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingTips and Tricks
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