- GitHub is now more popular than SourceForge.
- Fabian 'ryg' Giesen has put together an in-depth explanation of the graphics hardware pipeline.
- nVidia released an extension to allow OpenGL direct access to DirectX buffers. Now you can write your graphics programs in both OpenGL and DirectX - pick whichever is easiest.
- nVidia released their 11th Graphics SDK - DirectX 11 only.
- Aras did a blog post on visualising mip-map levels and released the code to his shader.
- Redirect OpenGL from a remote machine with this VirtualGL tutorial.
- Morphological Anti-Aliasing paper with source code.
- Tim Lottes released his FXAA anti-aliasing source code
- José María Méndez wrote a fantastic article on a simple method to implement screen space ambient occlusion.
- Improve your ambient occlusion with occlusion normals to enable dynamic shading.
- A simple GLSLShader handling class
- Dave has a post on how you can generate game characters with a webcam.
- Source code from the Game Development Tools book. From texture generation and CSG to Continuous Integration, Perforce and XML.
- Steven Wittens has a fantastic series of posts on procedurally generating planets and worlds.
- Amit's blog post on polygon map generation using Voroni and Delaunay is worth a read.
- The old gameUltima 6 technical documents have been released. An interesting look at game design and programming decisions made in 1990. This should help nuvie, which has already made great progress.
- Oldskool demoscener Trixter wrote an interesting post onC64 vs IBM PC, and argues the C64 was a faster computer.
- Democoder Ferris/YUP did an interesting post on
creating a tiny 1k graphics demo.
- John Ratcliff updated his Hierarchical Approximate Convex Decomposition utility library.
- Tim Ventimiglia and Kevin Wayne did an interesting post onusing the Barnes-Hut algorithm to accelerate n-body simulations.
- Pierre Terdiman has a great post on fast separating axis tests to speed up your collision detection for convex objects.
- PhysBAM source code - there is plenty of great stuff in here, so I'm sure to do a whole blog post on this later. It covers maths (e.g. ODEs, fourier transforms), spatial subdivision (KD trees, octrees), collision detection, raytracing and so much more.
- OpenCloth is a new library for cloth simulation algorithms.
- nVidia APEX SDK is now free. It has a number of functions that help with clothing and destruction physics.
- PhysxLab is a digital content creation tool to help you take advantage of the APEX sdk destruction features.
- The Oren Game Engine blog has a great post onimplementing destruction fractures.
- A realtime raytracer with pure C++, OpenMP and CUDA written by Thanassis Tsiodras is accompanied by some interesting analysis.
- Microsoft Accelerated Massive Parallelism (C++ AMP) appears to be the microsoft attempt at competing with CUDA, OpenCL and some of the libraries ontop of those technologies.
- Microsoft also released concurrent containers, parallel versions of STL algorithms.
- WebCL - OpenCL for the web, at Nokia research.
- AMD's OpenCL University kit covers some OpenCL and GPU basics.
- AMD Accelerated Parallel Processing (APP) SDK (formerly ATI Stream) has had a few updates, currently 2.4 is out.
- AMD gDEBugger is now free for debugging OpenGL and OpenCL programs.
- Intel SPMD Program Compiler is designed to generate optimal SIMD programs from a C-like language.
- PathScale EKOPath 4 is an optimising compiler, now free for linux, BSD and Solaris.
- Yang Chen wrote an amazing post comparing compiler optimizations.
- Helpful hints on the unix command xargs
- FreeArc is an amazing open source compressor. Fast and fantastic compression ratios.
- Google's excellent diff/match/patch tools
- Visual hashing explained, how to detect similar images.
- Ocropus is a open source library for Optical Character Recognition (OCR).
Dog Plays Chess on ESP32
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