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рен тв фильмы Гудбай, Америка
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Mostly geometry.
Category Archives: Programming.
Older posts.
Large voxel terrains may contain millions of polygons.  Rendering such terrains at a uniform scale is both inefficient and can lead to aliasing of distant objects.  As a result, many game engines choose to implement some form of level of … , ,.
Been a long time since I’ve written anything here.  Lately I’ve been working on a new multiplayer WebGL voxel engine for codemao (an educational platform to teach kids programming via games).  It’s not live yet, but a bunch of neat ideas … ,.
Previously in this series we covered the basics of collision detection and discussed some different approaches to finding intersections in sets of boxes: Collision detection (part 1): Overview Collision detection (part 2): Box intersection Today, we’ll see how well this … , , ,.
Last time, we discussed collision detection in general and surveyed some techniques for narrow phase collision detection.
In this article we will go into more detail on broad phase collision detection for closed axis-aligned boxes.
This was a big problem in the 1970’s … , , ,.
Collision, or intersection, detection is an important geometric operation with a large number of applications in graphics, CAD and virtual reality including: map overlay operations, constructive solid geometry, physics simulation, and label placement.
It is common to make a distinction … , , , ,.
Last time, I finished up talking about latency issues for networked video games.
Today I want to move onto the other major network resource, which is bandwidth.
Compared to latency, bandwidth is much easier to discuss.
This has been observed many … , ,.
Last time in this series, I talked about latency and consistency models.
I wanted to say more about the last of these, local perception filtering, but ended up running way past the word count I was shooting for.
So I … ,.
The last post in this series surveyed replication in network games at a high level.
In this article and the next, I want to go deeper into the issues surrounding replication.
One of the most annoying aspects of online gaming is latency.
… ,.
It has been a while since I’ve written a post, mostly because I had to work on my thesis proposal for the last few months.
Now that is done and I have a bit of breathing room I can write … ,.
It has been a while since I’ve written about Minecraft-like games, and so today I figured I’d take a moment to discuss something which seems to come up a lot in online discussions, specifically how to implement ambient occlusion in … Continue reading , Older posts.
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