Please support our sponsor:
DirectX4VB.Com - All You Need For Multimedia Visual Basic Programming

Main Site Links Resources Tutorials
News VB Gaming Code Downloads DirectX 7
Contact Webmaster VB Programming Product Reviews DirectX 8
  General Multimedia Articles DirectX 9



Welcome to the 'Other Sources' articles, whilst no matter how much I write, and whatever it is about there will always be things I haven't covered, or things that I cant explain. The following lists are from 3 of the best gaming/multimedia programming websites on the planet - ones which you should regularly visit if you have the time. These links go directly to the respective web page, bare in mind that I have no control over these sites thus these pages could well move/not exist in the future (hopefully this wont happen though).

    - An ever popular algorithm for reducing the calculations required to render a landscape/3D World.
    - A discussion of the techniques used to create shadows in 3D games
Bezier Splines
    - An article on the popular formula for generating curved interpolation/lines
Spectral Synthesis Noise for Generating Terrain
    - A method for generating random terrains
Geometry Culling in 3D Engines
    - A discussion of the main techniques for reducing the amount of rendering in 3D worlds
Simple Scripting Engines (Part 1, Part 2, Part 3)
    - A three part series illustrating how to write scripts using VB
Simple Bounding Sphere Collision Detection
    - A simple, but fast method for checking if objects have collided
The Art of code documentation
    - How to document your code and projects
DirectXGraphics for Visual Basic
    - An article written by myself, Jack Hoxley, which can be downloaded as a complete, revised pdf document here (858kb). Contains all 3 parts in one 71 page document ready for printing.

Steps towards more realistic path finding
    - How to adapt the common A* algorithm to look more realistic
Advanced particle systems
    - A fast, flexible and extendable particle system
Real Time LOD landscape rendering using ROAM
    - An excellent algorithm for producing stunning landscape rendering FAST
Advanced collision detection
    - A discussion of how to use accurate collision detection with more complex worlds
Real time LOD calculations using adaptive quadtrees
    - Another discussion and method of producing stunning landscapes in real-time games
Occlusion Culling Techniques
    - A very clever way of reducing the geometry rendered in a 3D game
    - A discussion of the more popular path finding algorithms

Voxel Landscapes
    - An alternative way of rendering high speed, high detail landscapes.
Advanced Lighting using lightmaps
    - How to use lightmaps to generate more realistic and complicated lighting in 3D worlds
Fast Terrain rendering using geo-mipmaps
    - How to use mip-mapping to perform LOD style rendering for landscapes
Decals explained
    - How to render bullet holes, explosion marks and other decals onto 3D primatives
Sky Domes
    - How to generate sky domes for your games
Introduction to Octrees
    - A technique similar to quadtrees, but for a more generic 3D world.
Casting shadows from detailed objects
    - A discussion about casting shadows from high detail objects in 3D
Voxel Polygons
    - How to make voxel based polygons
Bilinear filtering
    - How to perform bilinear filtering

DirectX 4 VB 2000 Jack Hoxley. All rights reserved.
Reproduction of this site and it's contents, in whole or in part, is prohibited,
except where explicitly stated otherwise.
Design by Mateo
Contact Webmaster
This site is hosted by Exhedra Solutions, Inc., the parent company of and