Archive for the 'Tutorials' Category

Aug 13 2005

Aggiornamenti

Published by Delilah under Tutorials, news, party & meeting

Mentre sparo QUI il link delle releases del Codex su Pouet [musiche escluse, quelle arrivano poi], volevo scusarmi con la lentezza con la quale ho aggiornato il sito, ma sono mancata per diverso tempo ed ultimamente tendo al fancazzo. Che non è quello che pensa qualcuno di voi.

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Nov 05 2002

Tree Generation Control.

Published by rIo under Tutorials

Noticed on FlipCode a very interesting Image of The Day regarding tree generation. The control is capable of generating very nice looking procedural 3d trees out of some setup parameters.
Visit Ton van den Heuvel ’s Home page to have more information on this Tree control.
(rIO)

tree generation

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Oct 10 2002

Bass FX 1.1 released.

Published by Dixan under Tutorials, news

A new issue of the DSP library for the Bass sound system has been released. Find everything you need on this website.
(DiXan)

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Oct 10 2002

Mekka introcode released!!!.

Published by Dixan under Tutorials

For those of you who can’t get enough sources of Win32 intros, Farbrausch presents to you the source of the MS2000 invitation intro released at Ambience 2000. Reasons to download this include, but are not limited to:
- Tons of Win32 assembler coding expertise
- A complete software synthesizer featuring everything you might need
- A version of MXMPlay/Win32 with reverb and IIR filters per channel
- Vocoder based speech synthesis including converter tool for your own speech
- Neat edge-based 3D engine and fast MMX antialiased line algos
(DiXan + KB)

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Sep 20 2002

Ray-Tri intersection for dummies.

Published by Umine under Tutorials

Angelo Kenpex Pesce posted an interesting article on CFXWeb about ray triangle intersections methods, as the author says there is no “definitive” solution, it depends on type of application you are developing.
(Civax)

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Sep 18 2002

Optimizing for SSE: A Case Study.

Published by Umine under Tutorials, news

Just got that news from CFXWeb. Cort Stratton written an article about SSE optimizations. here you are some words from the tutorial :
“In this article I’ll be describing the process of optimizing a piece of code to make use of Intel’s SSE instruction set. As an example, I will work with a 4×4 matrix-vector multiplication function (commonly found in most 3D graphics engines). Starting from a naïve C++ implementation, I will progressively apply various optimization techniques, until the function is more than four times faster than its original version.”.
(Civax)

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Sep 05 2002

New PLIB Release.

Published by rIo under Tutorials

Steve J. Backer finally released another version of his portable game library, also known as PLIB. Some improvements regarding OpenGL effects rendering and performance optimizations. Get more info on PLIB official page.
(rIO)

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Jul 18 2002

Progressive Meshes for Maya + Source.

Published by rIo under Tutorials

Pojar.net published a good tutorial on progressive meshes, it includes also a plug-in for Maya describing the method. Visit www.pojar.net for more info.
(rIO)

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Jun 03 2002

Detail texturing and Volumetric Fog.

Published by rIo under Tutorials

GameTutorials updated the heigtmap tutorial adding detail textures and volumetric fog. Two new tutorials by DigiBen on GameTutorials.
(rIO)

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May 30 2002

Singleton Templates for Data Management

Published by rIo under Tutorials

GameDev posted an interesting article by Ebor Folkestma on managing data in your software using a template singleton class.

bunny

(rIO)

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