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  1. Have you made a game engine - For Beginners - GameDev.net

    Jan 10, 2014 · Like do you really need LPV style indirect lighting? What benefits does Deferred rendering actually bring to the table? What is the actual goal or purpose, am I making this for …

  2. Tile based deferred shading via OpenCL - GameDev.net

    Mar 18, 2012 · First of all deferred shading becomes eventually faster when scene complexity reaches a critical level when it becomes a bottleneck to render it twice. Secondly the traditional …

  3. Is there any way to force wireframe mode in games from the driver ...

    Aug 5, 2011 · There's no general way to do it in a driver, because in any modern game/engine turning on wireframe fill mode for all draw calls will give you a black screen (due to deferred …

  4. STD:LINKED LISTS question - NeHe Productions - GameDev.net

    Nov 22, 2005 · Inverse Lerp - a super useful yet often overlooked functionGeneral and Gameplay Programming Deferred Rendering DemystifiedGraphics and GPU Programming Introduction to …

  5. Shader system approach - Graphics and GPU Programming

    Feb 21, 2013 · - i'm aware of deferred renderg but first want to 'master' this without Scenario 1: - separate lighting from other effects and create 1 generic and flexible lighting shader

  6. Super slow bitmap fonts - NeHe Productions - GameDev.net

    Jul 19, 2005 · Using FreeType to load fonts is a simple and efficient way to do it. Actually rendering the fonts is where the bottleneck might appear. The FreeType font lesson can be …

  7. Rendering techniques with JOGL - GameDev.net

    Nov 18, 2009 · However, when I (or anyone else, it seems) uses some variation of an JOGL animator which executes rendering threads by using a java.util.Timer, the CPU is pretty well …

  8. Cant create rendering context - GameDev.net

    Aug 24, 2004 · GameDev.net is your resource for game development with forums, tutorials, blogs, projects, portfolios, news, and more.

  9. More than one camera? - GameDev.net

    Feb 21, 2005 · However, render targets seem to be much more suited for window-like rendering. For one, I think it's much easier to deal with rendering a texture, than to deal with setting up …

  10. Loading and Rendering BIG game worlds - GameDev.net

    Sep 5, 2006 · Hello everyone! I have been thinking (and wanting) to know what techniques are usually used to load gigantic game worlds (like in World Of WarCraft) while not using too much …