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Good links |
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Autor WebMaster |
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Última actualización 2003-05-07
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Interactive applet |
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Autor WebMaster |
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Última actualización 2003-02-26
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Autor WebMaster |
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Última actualización 2003-02-16
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This tutorial describes the method I have developed to calculate the Potentially Visible Set (PVS) of leaves of a BSP tree in real-time. Unlike other methods that pre-calculate the PVS as part of the world data, this method uses the view frustum and the current leaf node's portals to find which leaves are potentially in view. |
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Autor Alan Baylis |
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Última actualización 2003-02-11
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Animated |
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Autor WebMaster |
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Última actualización 2003-02-11
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Finding the portals |
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Autor Nathan Whitaker |
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Última actualización 2003-02-11
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Lightmapping is still the preferred method of lighting in most games, namely because it is fast regardless of how many lights are in the scene, if you've ever shot at a lightbulb that didn't break or it broke but the light around it remained then you have seen lightmaps in action. They are not suitable for dynamic lighting, though slight variations to the light mapping theme can be applied to produce fake dynamic lights such as either on/off or flickering lights (normally by using multiple lightmaps.) ... |
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Autor WebMaster |
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Última actualización 2003-01-28
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A 3D Game engine in development |
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Autor Manuel Lucas Viñas Livschitz |
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Última actualización 2003-01-23
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| A First Person Shooter (3D
game engine) developed step by step towards a great game. |
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ATI Art Gallery |
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Autor Alex@Vlachos.com |
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Última actualización 2003-01-06
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Quake 1-3, Halflife and Unreal Tournament levels and textures |
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Autor WebMaster |
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Última actualización 2003-01-06
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Links about Quake |
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Autor WebMaster |
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Última actualización 2003-01-06
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The game will be a 3D team-strategy First Person Shooter (FPS), First Person is the name used to describe the visual perspective in the game, it feels like you are inside the character, you are this character inside the game. The controls and perspective will be similar to what is seen in Quake 3, Unreal Tournament, Half-Life. |
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Autor WebMaster |
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Última actualización 2003-01-05
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Links |
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Autor WebMaster |
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Última actualización 2002-12-22
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Combined BSP and Portal Rendering |
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Autor WebMaster |
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Última actualización 2002-12-22
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Useful links |
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Autor WebMaster |
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Última actualización 2002-12-22
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Renderer and shader architecture |
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Autor WebMaster |
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Última actualización 2002-12-22
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water, smoke, fire, cloth,... |
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Autor WebMaster |
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Última actualización 2002-12-22
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BSP, PVS, Collision |
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Autor WebMaster |
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Última actualización 2002-12-22
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A goooood page |
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Autor WebMaster |
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Última actualización 2002-12-22
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El libro de programación de shaders de vértices y pixels (Con código fuente ATI) |
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Autor WebMaster |
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Última actualización 2002-12-20
Inglés, Español |
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OpenGL2.0, RenderMonkey (ATI), CG (NVIDIA) |
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Autor WebMaster |
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Última actualización 2002-12-20
Inglés, Español |
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RenderMonkey is a suite of open, extensible shader development tools for both current and future hardware that allows programmers and artists to collaborate on creating realtime shader effects. |
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Autor WebMaster |
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Última actualización 2002-12-20
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Autor WebMaster |
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Última actualización 2002-12-18
Inglés, Español |
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Search for a good algorithm |
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Autor Manuel Lucas Viñas Livschitz |
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Última actualización 2002-12-12
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Version 3.0 (beta)
Search for an algorithm that allows a changing 2.5D surface to be rendered
in real time in most fastest way, with polygon count reduction only.
To archive this, the input data is bidimensional matrix with height
values and no additional data.
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