DevMaster.net - Your source for game development
[[ Home | Forums | 3D Engines Database | Wiki | Articles/Tutorials | Game Dev Jobs | IRC Chat Network | Contact Us ]]
Welcome Guest!



Graphics Theory & Implementation

Submit Code

  The Code Gem Archive
Title of Code Author Category Comments Date Posted
Exact aabb vs frustum culling v71 Graphics Theory & Implementation 4 Wed, 5 Dec 2007
Desktop fadeout Nathan Reed Graphics Theory & Implementation 10 Wed, 5 Apr 2006
Quickly building an edge list for an arbitrary mesh Eric Lengyel Graphics Theory & Implementation 2 Sun, 4 Dec 2005
Heightmap vertex normals caesar4 Graphics Theory & Implementation 2 Thu, 23 Sep 2004
Advanced Rasterization Nicolas Capens Graphics Theory & Implementation 113 Sat, 11 Sep 2004
Calculating normals of a mesh bladdar Graphics Theory & Implementation 2 Thu, 2 Sep 2004
rendering a triangle in software anubis Graphics Theory & Implementation 26 Thu, 15 Jan 2004
gluPerspective davepermen Graphics Theory & Implementation 0 Tue, 21 Oct 2003
Turning VSync off in OpenGL Dia Kharrat Graphics Theory & Implementation 14 Sat, 9 Aug 2003
Quick'n'Dirty way to calculate Normals davepermen Graphics Theory & Implementation 11 Mon, 28 Jul 2003
Quick'n'Dirty Ray Intersect Sphere davepermen Graphics Theory & Implementation 8 Mon, 28 Jul 2003
11 results returned

How to Submit your own Code Gem

Do you have some code, tip or even a mini-article you would like to share related to game and grahics development? Would you like to have the satisfaction of sharing your learning experience with everyone! Please submit it and if relevant, we will post it as a featured item on the main page. All items submitted will be added to a queue which is processed daily (every 24-hours). After approval by a moderator, your entry will be displayed depending on the amount of submissions we receive (submissions are processed on a first-come-first-serve basis). Your submission will also link to a forum thread to provide user feedback.



Copyright ©2003-2009, DevMaster.net. All rights reserved.