Disclosure: On this site you won’t find specific advice on “how to call function xyz()”. Interpreting C++ ARM and #pragma dwim is also out of scope.

We’re treating our readers as intelligent beings who can use Google and/or StackOverflow, where all such specific questions were answered more than once.

What you will find is opinions, more opinions, and even more opinions on all the aspects of software development - and with a large chunk of them based on real-world experience too.

Your mileage may vary. Batteries not included.

Game Graphics 101: Lights!.. Camera!.. Frustum?

September 26, 2016 by “No Bugs” Bunny

Frustum

Quote:

In games, more often than not, we’ll be dealing with so-called Phong reflection model.

Another Quote:

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

Tagged With: 3DClient
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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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Infographics: Operation Costs in CPU Clock Cycles

September 12, 2016 by “No Bugs” Bunny

Operation costs in CPU clock cycles on x86/x64 Platform

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

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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

Tagged With: 3DClientServer
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