On.Programming
For most of us, programming (or more generally – software development) is all the life is about.
IT Hares are not different. And they have more than just quite a few bits to share about programming…
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 moreInfographics: Operation Costs in CPU Clock Cycles
September 12, 2016 by • “No Bugs” Bunny
Quote:
Back in 80s, it was possible to calculate the speed of the program just by looking at assembly.
Another Quote:
keep in mind that these days compilers tend to ignore inline specifications more often than not
Filed under: On.ProgrammingOptimizations
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
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