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[소프트웨어 3D 엔진] Software Rendering School: Part I Software Rendering School: Part I Mihail Ivanchev and Hans Th?rnquist 19/10/2003 Legality Info The tutorials in this series as well as the source that comes with them are intellectual property of Mihail Ivanchev and Hans T?rnqvist. You may not claim that they are your property, nor copy, redistribute, sell, or anything of the nature, the tutorials without permission from the authors. All other a..
[소프트웨어 3D 엔진] Jim Blinn's Corner Jim Blinn's Corner 출처 : g-Matrix 홈페이지 ( http://www.g-matrix.pe.kr/?)
[소프트웨어 3D 엔진] Michael Abrash 의 퀘이크 엔진 개발 과정 설명#7 원본 사이트 : http://www.bluesnews.com/abrash/contents.shtml Permissions and Author’s Note These articles are Copyright ? 2000 by Michael Abrash, all rights reserved except as explicitly granted herein. Permission is granted for unmodified non-commercial electronic reproduction and printing for personal use. In other words, you can do whatever you want with this material for your own use, and it can ..
[소프트웨어 3D 엔진] Michael Abrash 의 퀘이크 엔진 개발 과정 설명#6 원본 사이트 : http://www.bluesnews.com/abrash/contents.shtml Quake’s 3-D Engine:? The Big Picture by Michael Abrash If you want to be a game programmer, or for that matter any sort of programmer at all, here’s the secret to success in just two words:? Ship it.? Finish the product and get it out the door, and you’ll be a hero.? It sounds simple, but it’s a surprisingly rare skill, and one that’s highl..
[소프트웨어 3D 엔진] Michael Abrash 의 퀘이크 엔진 개발 과정 설명#5 원본 사이트 : http://www.bluesnews.com/abrash/contents.shtml Surface Caching Revisited, Quake’s Triangle Models, and More by Michael Abrash In the late 70’s, I spent a summer doing contract programming at a government-funded installation called the Northeast Solar Energy Center (NESEC).? Those were heady times for solar energy, what with the oil shortages, and there was lots of money being thrown at ..
[소프트웨어 3D 엔진] Michael Abrash 의 퀘이크 엔진 개발 과정 설명#4 원본 사이트 : http://www.bluesnews.com/abrash/contents.shtml Quake's Lighting Model:? Surface Caching by Michael Abrash It was during my senior year in college that I discovered computer games.? Not Wizardry, or Choplifter, or Ultima, because none of those existed yet--the game that hooked me was the original Star Trek game, in which you navigated from one 8x8 quadrant to another in search of starbas..
[소프트웨어 3D 엔진] Michael Abrash 의 퀘이크 엔진 개발 과정 설명#3 원본 사이트 : http://www.bluesnews.com/abrash/contents.shtml Sorted Spans in Action by Michael Abrash Last time, we dove headlong into the intricacies of hidden surface removal by way of z-sorted (actually, 1/z-sorted) spans. At the end, I noted that we were currently using 1/z-sorted spans in Quake, but it was unclear whether we’d switch back to BSP order. Well, it’s clear now: We’re back to sorting..
[소프트웨어 3D 엔진] Michael Abrash 의 퀘이크 엔진 개발 과정 설명#2 원본 사이트 : http://www.bluesnews.com/abrash/contents.shtml Consider the Alternatives:? Quake’s Hidden-Surface Removal by Michael Abrash Okay, I admit it:? I’m sick and tired of classic rock.? Admittedly, it’s been a while--about 20 years--since last I was excited to hear anything by the Cars or Boston, and I was never particularly excited in the first place about Bob Seger or Queen--to say nothing ..