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Game Programming
| General |
| Topic |
Author |
Date Published |
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Linear Optimization
The article focuses on the implementation of the back-end compiler that speeds up compilation time and also generates optimized code, which is especially applicable for dynamic shader compilation. |
Nicolas Capens |
12/11/2004 |
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SDL Lesson 1: The Foundation
The article, which is the first in the series, introduces the SDL library and provides a step-by-step discussion on how to use it for creating 2D and 3D applications. |
George Bonny |
02/08/2005 |
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Modern Fixed-point Tricks and Optimizations
The article reviews some fixed-point issues that developers face with today's compilers, and presents an approach on creating more robust and faster routines. |
Nils Pipenbrinck |
06/04/2007 |
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| Engine Design |
| Topic |
Author |
Date Published |
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| Collision Detection |
| Topic |
Author |
Date Published |
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Quake 3 BSP Collision Detection
The article goes into great detail on how to implement collision detection for Quake 3 maps (BSP46 format). It is written for people who already understand how the Quake 3 BSP structure works (and, preferrably, have written a renderer of at least a basic level for the map format). |
Nathan Ostgard |
16/08/2003 |
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| The Daily Code Gem |
By: Nicolas Capens
8 Comment(s)
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