“No Bugs” Bunny
Game Graphics 101: Rendering Pipeline & Shaders
October 3, 2016 by • “No Bugs” Bunny
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each of the stages of the rendering pipeline is operating on a large set of items (vertices or fragments/pixels)
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These days, even if the program uses fixed-pipeline, that fixed-pipeline is simulated over shaders anyway ?
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingTips and Tricks
Read moreGame Graphics 101: Lights!.. Camera!.. Frustum?
September 26, 2016 by • “No Bugs” Bunny
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In games, more often than not, we’ll be dealing with so-called Phong reflection model.
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with orthographic projection, the lines which project points from our 3D world onto our 2D screen, are no longer converging to one single point; instead, they go parallel to each other.
Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingTips and Tricks
Read moreGame Graphics 101: Textures, UV Mapping, and Texture Filtering
September 19, 2016 by • “No Bugs” Bunny
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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.
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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
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Back in 80s, it was possible to calculate the speed of the program just by looking at assembly.
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keep in mind that these days compilers tend to ignore inline specifications more often than not
Filed under: On.ProgrammingOptimizations
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