GPU Buffers: Introduction to OpenGL 4.3 Shader Storage Buffers Objects
OpenGL 4.3
Shader Storage Buffers
GPU Buffers: Introduction to OpenGL 3.1 Uniform Buffers Objects
OpenGL 3.1
Uniform Buffers
Simple Introduction to OpenGL 4 Shader Subroutines
Intro to OpenGL 4
Shader Subroutines
Lorenz Attractor (Butterfly Effect)
Lorenz Attractor
Butterfly Effect
Mesh Exploder with Geometry Shaders
Mesh Exploder
Geometry Shaders
GLSL Hacker
GLSL Hacker
v0.7.0.0

Posts Tagged ‘game programming’


Pygame 1.8.1 released

Be the first to comment - What do you think?  Posted by JeGX - 2008/08/07 at 09:37

Categories: Game Development, Python   Tags: , , , , ,


Read more…


Beginning Game Programming

Be the first to comment - What do you think?  Posted by JeGX - 2008/08/06 at 09:30

Categories: Programming   Tags: , , , , ,

Here is a pack of tutorials to help programmers start out in game programming. These tutorials use C++ and SDL.

Link: game programming tutorials.


OGRE 3D 1.4.9 Released

Be the first to comment - What do you think?  Posted by JeGX - 2008/06/19 at 08:02

Categories: 3D Engines, SDK   Tags: , , , ,


Read more…


AMD will support the Havok Physics Engine

Be the first to comment - What do you think?  Posted by JeGX - 2008/06/12 at 20:47

Categories: Programming   Tags: , , , , , , ,

AMD will add the Havok Physics engine to both its multi-core CPUs and GPUs, but AMD managing director noted that the focus is on CPUs given feedback from gaming developers who like the idea of offsetting physics computation to CPU cores.

Read whole article HERE

AMD is hoping to accelerate Havok Physics on both its multi-core CPUs and GPUs and claims that it’s striving to deliver the best of both worlds. However, the main focus at the moment appears to be AMD’s CPUs. AMD and Havok say that they’re planning to optimise the ‘full range of Havok technologies on AMD x86 superscalar processors, and AMD claims that Havok Physics scales extremely well across the entire family of AMD processors.

Havok’s managing director, David O’Meara, explained the priority for CPUs, saying that the feedback that we consistently receive from leading game developers is that core game play simulation should be performed on CPU cores. However, he added that GPU physics acceleration could become a feature in the future, saying that ‘the capabilities of massively parallel products offer technical possibilities for computing certain types of simulation.

[via]

Related links:
- AMD’s physics secret revealed: It’s Havok @ TG Daily


GUIDE: Game engines

Be the first to comment - What do you think?  Posted by JeGX - 2008/06/04 at 14:17

Categories: 3D Engines, Programming, SDK   Tags: , , , , , , ,


Read more…