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BumpMapping & Per Pixel Lighting
Per Pixel Lighting Basics - talks about Per Pixel Lighting Basics

CG Vertex / Pixel Shaders Part I - implements CG into your game
CG Vertex / Pixel Shaders Part II - implements CG into your game

Beyond Bump Mapping Part I - implementes DOT3 bumpmapping
Beyond Bump Mapping Part II - implementes virtual displacement ( PARALLAX ) bumps

Environment mapping

SphereMapping vs. CubeMapping Part 1 - sphere mapping and how to implement it.
SphereMapping vs. CubeMapping Part 2 - cube mapping and how to implement it.
SphereMapping vs. CubeMapping Part 3 - compares the two methods.

Math, Physics, System and Rendering

Basic 3D Math - shows you how to make your own matrix class.
Basic Physics - Basic physics using the Tokamak Game Physics SDK

Faster Rendering Concepts I - part 1 of the faster rendering series
Faster Rendering Concepts II - part 2 of the faster rendering series

 
Quality Rendering - shows diverse methods of implementing realism
Crash Insensitive Logger - implements a more stable logger
Simple OpenGL Picking/Selection - shows how easy OpenGL can pick objects
 
Terrains
Behind Terrain Engines - Culling tricks
Textures
Texture Types - talks about standard, lightmap, detail, mipmap, bumpmap and depthmap textures.
   
 
     
 
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