geeks3d.com — Three new chapters of GPU Gems 3 are now available and cover the following topics: Shadow Volumes Using Hierarchical Occlusion Culling and Geometry Shaders, High-Quality Ambient Occlusion and Volumetric Light Scattering. read more...
geeks3d.com — NVIDIA has updated its GPU Programming Guide and this new version is focused specifically on the GeForce 8 and 9 GPUs. read more...
blog.mouaif.org — Something that might interest you.. all the Photoshop blending modes as GLSL macros + RGB to HSL (hue, saturation, luminance), contrast, desaturation. read more...
gamasutra.com — In this in-depth Gamasutra feature, veteran developer Alessi looks at the state of the iPhone/iPod Touch game market in 2009, mapping out the pitfalls, engine choices and opportunities of developing for Apple's hit device. read more...
gamedev.net — ToLua is a sort of API/code generator that binds Lua to C code and functions by using a pkg file, a declaration file in which you simply transplant the public members, member functions, and non-member functions of the construct/routine you wish to call in Lua. ToLua++ (the focus of this article) takes this a step further and binds C++ constructs and functions to Lua. It will allow you to use your game engine classes in Lua as native types, and allow you to shunt data between C++ and Lua through the Lua stack while retaining the data structure. The possibilities are endless; you could create objects in Lua using the scripts as initializers, you could expose your object management class and control it from scripts, or you could expose your entire game engine, handling every detail from Lua. ToLua++ is relatively easy to setup, even if the documentation is somewhat lacking. read more...
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