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I almost let today slip by without posting; instead, here’s a cute hack. Ode to an Unsung Hero Much has been written (on #AltDevBlogADay and elsewhere) about Timothy Lottes‘ Fast Approximate Anti-Aliasing algorithm (FXAA). Naturally, most of the attention focuses on the pixel shader, but what about the poor neglected vertex shader? Sure, it does almost nothing, but it does it so elegantly; let’s
John-Carmack Founder and technical director of Id Software and Armadillo Aerospace Abstract Virtual reality (VR) is one of the most demanding human-in-the-loop applications from a latency standpoint. The latency between the physical movement of a user’s head and updated photons from a head mounted display reaching their eyes is one of the most critical factors in providing a high quality experien
Introduction In last year SIGGRAPH, Epic games presented their real time GI solution which based on voxel cone tracing. They showed some nice results which attract me to implement the technique and my implementation runs at around 22~30fps at 1024×768 screen resolution using a 256x256x256 voxel volume on my GTX460 graphic card. The demo program can be downloaded here which requires a DX11 GPU to r
I'm a graphics/systems programmer with 14 years in the industry, and my credits include Madden, Bond, and Need for Speed. I'm currently doing the indie thing. My specialties are optimization, rendering, concurrency, and compilers. I am delighted by all the pretty colors. Yes, I realize that after reading the title of this post, 99% of potential readers just kept scrolling. So to the few of you who
Luke Dicken is a specialist in Game AI, currently attached to the Strathclyde AI and Games Research Group at University of Strathclyde. He is also the founder of Robot Overlord Games, where he puts his knowledge into practice. In his abundant spare time, he is one of the principal organisers for the AltDev Conference series, a director at IGDA Scotland and currently serves as the chair of the IGDA
John-Carmack Founder and technical director of Id Software and Armadillo Aerospace The most important thing I have done as a programmer in recent years is to aggressively pursue static code analysis. Even more valuable than the hundreds of serious bugs I have prevented with it is the change in mindset about the way I view software reliability and code quality. It is important to say right up fron
Probably everyone reading this has heard “functional programming” put forth as something that is supposed to bring benefits to software development, or even heard it touted as a silver bullet. However, a trip to Wikipedia for some more information can be initially off-putting, with early references to lambda calculus and formal systems. It isn’t immediately clear what that has to do with writing
My name is Björn Knafla. I am parallelizing computer and video games with a strong focus on artificial intelligence (AI). What is a behavior tree? How does it work and what is its role in game AI? Welcome to a series of blog articles about my experiment (read: stumbling around) of marrying data-oriented, memory-streamlined behavior trees with a second representation to ease creation and modificati
Introduction Software rasterizer can be used for occlusion culling, some games such as Killzone 3 use this to cull objects. So I decided to write one by myself. The steps are first to transform vertices to homogenous coordinates, clip the triangles to the viewport and then fill the triangles with interpolated parameters. Note that the clipping process should be done in homogenous coordinates be
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