ARTICLES
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).
GameDev.Net
Quadtree's
- An ever popular algorithm for reducing the calculations
required to render a landscape/3D World.
• Shadows
- 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.
Gamasutra.Com
• 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
• Pathfinding
- A discussion of the more
popular path finding algorithms
FlipCode.Com
• 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
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