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3d programming tutorials

3D computer graphics can be divided into three basic phases: Modeling, Scene layout and Rendering. In the modeling phase, the 3d objects are created. The Scene layout phase involves the distribution of those objects, defining colors and textures, placing lights and adjusting cameras. The Rendering process is the final step of creating the actual 2D representation from the previously setup 3d scene. This process requires a large amount of prcessor power and sometimes is distributed over a network of computers normally called "Render Farm" where each machine renders only a part of an image. The resources in this section will show you how to master the exciting world of 3d rendering and animation and 3d game programming.

Most Popular 3d programming tutorials

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Simple Bounding-Sphere Collision Detection

Simple Bounding-Sphere Collision Detection

This article explains the simple process of using bounding sphere to detect collisions in 3D environments.
Image and tutorial by Oleg Dopertchouk

Author: GameDev | Visits: 1630

Creating a PAK File Format

Creating a PAK File Format

Demonstrates one way of organising all your game related media files in to a single "PAK", or resource, file.
Image and tutorial by Raymond Wilson

Author: GameDev | Visits: 744

Fast Computation of Terrain Shadow Maps

Fast Computation of Terrain Shadow Maps

Covers the lighting and shadowing aspects of terrain rendering.
Image and tutorial by Mircea Marghidanu

Author: GameDev | Visits: 634

Loading and displaying .X files without DirectX

Loading and displaying .X files without DirectX

Detailed description of the .X file format, including how to load and animate it without DirectX.
Image and tutorial by Paul Coppens

Author: GameDev | Visits: 583

Terrain Geomorphing in the Vertex Shader

Terrain Geomorphing in the Vertex Shader

This article, excerpted from the upcoming ShaderX2 - Shader Programming Tips and Tricks, discusses the implementation a fast terrain renderer which works optimally with current 3D hardware.
Image and tutorial by Daniel Wagner

Author: GameDev | Visits: 515

Achieving Frame Rate Independent Game Movement

Achieving Frame Rate Independent Game Movement

The tutorial goes over some small equations to vary game movement based on frame rates and shows modifications made to NeHe's lesson 23 to demonstrate the effect.
Image and tutorial by Dan Ricart

Author: GameDev | Visits: 497

Box Filtering Height Maps for Smooth Rolling Hills

Box Filtering Height Maps for Smooth Rolling Hills

Explains how to remove the sharp edges in height maps using a simple convolution filter.
Image and tutorial by Graham Wihlidal

Author: GameDev | Visits: 482

Adding Realistic Rivers to Random Terrain

Adding Realistic Rivers to Random Terrain

Discusses a method for adding rivers to randomly generated terrain that adds a realistic touch.
Image and tutorial by David Clyde

Author: GameDev | Visits: 428

Collision Detection Algorithm

Collision Detection Algorithm

TANSTAAFL throws his hat into the ring with a straightforward method using bitmasks.
Image and tutorial by TANSTAAFL

Author: GameDev | Visits: 417

The Second Life of Brute Force Terrain Mapping

The Second Life of Brute Force Terrain Mapping

The article describes how advances in 3D hardware have benefitted terrain mapping algorithms. With the current state of technology, the brute force has become, in some situations, a realistic alternative to modern CLOD mapping.
Image and tutorial by Sander Maréchal

Author: GameDev | Visits: 412

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