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Building a Hand in RhinocerosTutorial on building a hand with trimmed NURBS.
Visits: 827 |
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Adding Realistic Rivers to Random TerrainDiscusses a method for adding rivers to randomly generated terrain that adds a realistic touch.
Visits: 1337 |
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Box Filtering Height Maps for Smooth Rolling HillsExplains how to remove the sharp edges in height maps using a simple convolution filter.
Visits: 620 |
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Fast Computation of Terrain Shadow MapsCovers the lighting and shadowing aspects of terrain rendering.
Visits: 580 |
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Terrain Geomorphing in the Vertex ShaderThis 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.
Visits: 1314 |
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The Second Life of Brute Force Terrain MappingThe 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.
Visits: 485 |
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Collision DetectionCovers the bounding rectangles and pixel-perfect approaches to collision detection, including an argument for testing against a single pixel in some cases.
Visits: 567 |
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Collision Detection AlgorithmTANSTAAFL throws his hat into the ring with a straightforward method using bitmasks.
Visits: 223 |
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Creating a PAK File FormatDemonstrates one way of organising all your game related media files in to a single "PAK", or resource, file.
Visits: 1665 |
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Loading and displaying .X files without DirectXDetailed description of the .X file format, including how to load and animate it without DirectX.
Visits: 1202 |
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