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转载 开放世界游戏中的大地图背后有哪些实现技术?
http://gulu-dev.com/post/2014-11-16-open-world 2014-11-16 知乎 游戏开发 游戏设计 开放世界 27192一、程序技术篇:算法和架构(Programming Algorithms & Architecture)1. 无限循环的平铺地图(Infinite Tiling)2. 可
2018-01-23 09:05:55 3469
转载 TRIPLE is More Than DOUBLE Plus One
https://techsingular.org/2017/12/29/triple-is-more-than-double-plus-one/TRIPLE is More Than DOUBLE Plus OneTRIPLE 与 DOUBLE 的问题远在硬件加速的图形系统 ( graphics APIs ) 出现前,double-buffer 已经是流行的
2018-01-23 09:03:49 1325
转载 Hierarchical Z-Buffer Occlusion Culling
http://www.nickdarnell.com/hierarchical-z-buffer-occlusion-culling/27 JUNE 2010 on DirectX 11, DirectX 9, Graphics, Hierarchical Z-Buffer, Hiz, Occlusion Culling, RenderingWhile I was at
2018-01-23 08:56:00 3295
Real-Time Adaptive Scalable TextureCompression for the Web.pdf
2020-12-25
IMPROVED ENCODING FOR COMPRESSED TEXTURES.pdf
2020-12-25
Developer_Track_5_ASTC-The_Future_of_Texture_Compression.pdf
2019-10-28
PowerVR.Supported+Extensions.OpenGL+ES.EGL.pdf
2018-08-16
OpenGL Direct3D 撰写的各种3D图形算法演示
2010-02-05
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