Game Development
In this part, we return to OpenGL rendering, but this time explore a number of topics focused on game development. More specifically, we’ll take a look at advanced real-time rendering techniques and some optimizations found in games.
Chapters
- 40 - Game Development
- 41 - Game Genres
- 42 - Simulation Time Steps
- 43 - Basics of Animation
- 44 - Rotation Representations
- 45 - Culling Techniques
- 46 - Advanced Texturing
- 47 - Physically-Based Rendering
- 48 - Shadows
- 49 - Screen-space Ambient Occlusion
- 50 - Spatial Data Structures
- 51 - Character Animation
- 52 - Porting to DirectX