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Quake 3 Source Code Review
Since I had one week before my next contract I decided to finish my "cycle of id". After Doom , Doom Iphone , Quake1 , Quake2 , Wolfenstein iPhone and Doom3 I decided to read the last codebase I did not review yet: idTech3 the 3D engine that powers Quake III and Quake Live . The engine is mostly an evolution of…
If you were involved in the OpenGL ES specification, you are an idiot
XScreenSaver 5.15 is out now. Along with the usual set of minor improvements, this version runs as an iOS application. As all of the 3D modules in XScreenSaver are written against the OpenGL 1.3 specification, and as the iPhone only supports OpenGL ES 1.1 and newer, this was something of a big deal. I accomplished…
Doom 3 Source code review
On November 23, 2011 id Software maintained the tradition and released the source code of their previous engine. This time is was the turn of idTech4 which powered Prey, Quake 4 and of course Doom 3. Within hours the GitHub repository was forked more than 400 times and people started to look at the game internal…
WebGL: 80,000 particles
Disclaimer: this page only dispays 30,000 particles. You can check the 80,000 version here .
Video Stabilization on YouTube
Posted by Matthias Grundmann, Vivek Kwatra, and Irfan Essa, Research at Google One thing we have been working on within Research at Google is deve...
Depth of field blur: the Swiss army knife that improved the framerate
Depth of field blur is an effect that is used in many modern games as a cool graphics effect. A nice example of this is of course my own gam...
A Better Strategy for Hangman
Learn the optimal strategy for playing Hangman.
How to explain your game to an asshole
Hello! I'm Tom. I'm a game designer, writer, and programmer on Gunpoint , Heat Signature , and Tactical Breach Wizards . Here's some more info on all the games I've worked on, here are the videos I make on YouTube, and here are two short stories I wrote for the Machine of Death collections.
Mari0=Mario + Portal ..Open source game
Great improvement from my previous tile selection. I was actually still using the same tile selection code that I wrote way back in January when this started. Now there's a nice editor menu with tabs and stuff. The filters at the top and the sorting things don't work yet. All in good time.
Evolving an image out of polygons
Shareware games, New Zealand Game Developers Screaming Duck Software are the makers of the puzzle games Fitznik, Fitznik 2 and Drippy
Command and Conquer – Programming an RTS game in HTML5 and Javascript
I’m a programmer and author interested in how intelligence, perception and learning work—and in building things that explore those questions directly.
An introduction to modern OpenGL
Table of Contents | Chapter 2 » OpenGL has been around a long time, and from reading all the accumulated layers of documentation out there on the Internet, it's not always clear what parts are h…