开发网站
http://www.opengpu.org/forum.php
图形流水线
http://topic.csdn.net/u/20091104/11/9e9fffd9-0662-4dde-b48d-d5375288bc68.html
官方d3d pipeline的详细学习资料:http://msdn.microsoft.com/en-us/library/bb219679(v=VS.85).aspx
牛人写的pipe line 详解:http://www.xmission.com/~legalize/book/preview/poster/index.html
Cry Engine
Cryengine 2完全技术分析:http://game.zol.com.cn/80/805100.html
OGRE
http://blog.csdn.net/summericeyl/archive/2010/05/14/5593066.aspx
GDC大会演讲稿
NVIDIA:http://www.nvidia.com/object/gdc2011.html
DICE:http://publications.dice.se/
Intel:http://software.intel.com/en-us/articles/intelgdc2011/
AMD:http://developer.amd.com/documentation/presentations/Pages/default.aspx
水
Rendering Water as a Post-process Effect:http://www.gamedev.net/page/resources/_//feature/fprogramming/rendering-water-as-a-post-process-effect-r2642?
OGRE相关的插件:http://www.ogre3d.org/tikiwiki/Hydrax
3DS Max导出插件
http://st251256589.blog.163.com/blog/static/164876449201134909404/
http://www.cnblogs.com/billwillman/articles/1283701.html
http://game.chinaitlab.com/effect/28006.html
http://www.cnblogs.com/billwillman/articles/1283701.html
垂直同步和三级缓存
打开显卡三级缓冲:http://bbs.windows7en.com/thread-134452-1-1.html
三重缓冲:为什么我们爱它:http://blog.zol.com.cn/1221/article_1220911.html
抗锯齿
抗锯齿模式演化:http://digiyule.com/2010/4/45.php
SpeedTree
http://blog.sina.com.cn/s/blog_54e4cdb50100cre8.html~type=v5_one&label=rela_nextarticle
SpeedTree学习与实践笔记,写得很好
http://hi.baidu.com/52xiaobai/blog/item/17d3ffed3053004678f0550c.html
SpeedTree技术分析
http://blog.sina.com.cn/s/blog_5f6bb0160100doij.html~type=v5_one&label=rela_prevarticle
SpeedTree
http://news.mydrivers.com/1/33/33595.htm
GDC2005,SpeedTree RT技术用于虚幻引擎3
http://game.zol.com.cn/2005/0322/158225.shtml
XBOX2图形引擎介绍 结合众多次世代技术
寻路
一劳永逸地解决寻路问题:http://dev.gameres.com/Program/Abstract/Arithmetic/FixingPathfinding.pdf