Tips and Tricks

Programming is a field where tips and tricks are abundant.

IT Hares proudly present their own bag of programming tips and tricks.

Game Graphics 101: Rendering Pipeline & Shaders

October 3, 2016 by “No Bugs” Bunny

Rendering Pipeline

Quote:

each of the stages of the rendering pipeline is operating on a large set of items (vertices or fragments/pixels)

Another Quote:

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

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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

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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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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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