Book: D&D of MOGs

Game Graphics 101: Textures, UV Mapping, and Texture Filtering

September 19, 2016 by “No Bugs” Bunny

UV Mapping

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

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MOG Graphics 101: 3D Maths Basics, Meshes, Client- and Server-Side Polygon Counts

September 6, 2016 by “No Bugs” Bunny

Client-Side vs Server-Side Meshes

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

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Game Graphics 101: Rendering 2D on GPU. Shaders

August 29, 2016 by “No Bugs” Bunny

rendering 2D using 3D engine

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

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Game Graphics 101: 2D Animation, Sprites, Double and Triple Buffering

August 16, 2016 by “No Bugs” Bunny

raster vs vector

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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