Here's my list after about three weeks of intensive usage.
Oh, I remembered I took a screencap that may help: I think it comes down to the line: (indicated …
So I've had my eye on Odin for a while, wanting to try it out, but I'm on Arch Linux. Forewarning,…
Normal maps are for dynamic lighting. They change normal of surface to fake a geometry. You use th…
How to use normal maps with light maps ? I currently have 2 buffers one lightmap buffer and other …
It may be worth mentioning that pre- / post-incrementing isn't a stylistic choice: they do functio…
I was following episode 32 this morning. I typed all the changes Casey has made to the coordinates…
You easily do 64-bit inline-assembly in gcc/clang: But if you really want to use Microsoft toolch…
How to start x86 assembly programming. I only know that it is possible to inline assembly in 32bit…
You're not missing anything Benno, the documentation is not spectacular. I try to make up for it …
Thank you for taking the time to review my project. anael, It is Windows only at the moment. Thi…
Hi. In case you've not already seen it, Niklas Frykholm of Autodesk recently did a walkthrough of …
Am i missing something or are things like this just not documented anywhere? I know how its done n…
@d7samurai and @ratchetfreak: Make sens, thanks.
Nice game dude! Really dig the visual style. I'd love to be able to make stuff like that someday…
A couple of shots from an experimental procedural RPG I am working on using MonoGame: NPCs are gen…
everything is drawn in a single draw call, but the engine generates the track procedurally every …
It's more likely a new batch every frame. Then you can do per primitive culling by skipping primi…
How does the per-primitive culling works ? Is every part of the track a separate draw call that yo…
Yes. There is no one "right" way to do it, but I think the simplest option would be to raytrace t…
I can not wait get my grubby paws (pun intended) on those great materials. I will beat down thos…
So how much longer for world domination!?
..that's what happens when you try to do , but have a typo..
Thanks. Is there a way to programmatically create lightmaps.
Because all modern GPU's do rendering in shaders. GPU's don't have fixed-function-pipeline anymore…
I currently use gimp to make lighmaps. And render it lightmap buffer and blend it to the frame buf…
An alternative to using bindless textures for getting a different texture per quad is using a text…