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Subcategory: Sweet Snippets |
Topic |
Author |
Description |
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2D Alpha Blending Using MMX Technology [Added: 9/1/2001]
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Matthias Hofmann
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Provides an improvement to a blending technique described in an earlier article. |
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3D Sound with DirectX Audio [Added: 2/13/2003]
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Toby Murray
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This tutorial gives a basic explanation of how to use DirectX Audio to create and play 3D sound effects. |
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A Guide To Starting With OpenAL [Added: 10/23/2003]
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Lee Winder
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Provides an introductory tutorial to adding sounds via OpenAL. |
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A Quick Guide to FMOD [Added: 5/21/2004]
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Joachim Rohde
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Provides an overview of and samples of using the FMOD sound system. |
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A Simple COM Tutorial [Added: 2/2/2001]
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Odin Jensen
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Provides a brief explanation of COM and an example program using it. |
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A Simple Third-Person Camera [Added: 11/13/2001]
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actdevil
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Explains how a polar coordinate system can be used to implement a 3rd person camera. |
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An Introduction to Hash Tables with Chaining [Added: 3/16/2004]
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GaulerTheGoat
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Provides an introduction to and implementation of chained hash tables. |
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Area and Volume Calculations [Added: 5/12/2005]
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Kyle Owen
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Presents a three dimensional volume calculator based on the pressure volume model. |
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ASSERT(), VERIFY() and TRACE() for non-MFC Applications [Added: 7/23/2002]
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Gabriel Fleseriu
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This article explains how to create your own ASSERT(), VERIFY(), and TRACE() macros for non-MFC applications. |
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Basic Encryption [Added: 12/15/2001]
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Matt Recker
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Covers the essentials involved with encryption. |
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Basics of GLUT [Added: 1/29/2002]
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Ben Woodhouse
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Covers the basics of setting up and using GLUT with VC++, and explains how to initialize a GLUT display, open a window and display a smooth-shaded multicoloured triangle in it. |
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Box Filtering Height Maps for Smooth Rolling Hills [Added: 10/23/2004]
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Graham Wihlidal
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Explains how to remove the sharp edges in height maps using a simple convolution filter. |
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Building an .X File Frame Hierarchy [Added: 9/24/2001]
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Jim Adams
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Shows you how to load and create a frame hierarchy from an .X file. |
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Character Animation with DirectX 8.0 [Added: 1/16/2002]
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Johannes Leimbach
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Provides instructions and a wrapper class for loading and MD2 model in DirectX 8. |
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Code Organization with Namespaces [Added: 12/14/2003]
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Michael V. De Palatis
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A brief article introducing namespaces to the uninitiated. |
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Compiling OpenGL Code with MFC [Added: 4/16/2002]
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David Nishimoto
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This article is little more than code, but it should at least give you a framework for using OpenGL in MFC applications. |
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Compressed Quantized Unit Vectors [Added: 8/21/2000]
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Rafael Baptista
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This article descibes a method for mapping 12 byte vectors into 2 byte quantized normals and back. |
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Concatenating Triangle Strips [Added: 11/27/2002]
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Marc Reilly
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Explains how to use degenerate triangles to improve batch processing of triangle strips. |
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Continuous Updating in MFC [Added: 2/13/2005]
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Chris "iNsAn1tY" Mantle
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Presents a method for allowing smooth updates in MFC. |
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Coordinates in Hexagon-Based Tile Maps [Added: 4/13/2002]
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Thomas Jahn
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Provides some solutions to problems encountered when working with hexagonal tile maps. |
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Creating a Useful Camera Class [Added: 10/13/2004]
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Michael Schuld
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An implementation of a camera that flies around in 3d space with math explanations as well as source code. |
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Creating a Windows NT/2000/XP Service [Added: 3/20/2003]
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Dean Harding
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Provides an explanation of and sample code for creating a Windows service. |
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Direct3D 9.0 with Allegro [Added: 1/25/2006]
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Homer Cuevas
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Tutorial and demo code for using Direct3D and Allegro together. |
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Direct3D Without All The Garbage [Added: 6/8/2000]
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Lee Mazurek
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Explains an easy way to implement the bare minimum of 3D engine features. |
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DirectInput Initialization [Added: 2/21/2001]
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Anthony Wlodarski
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Covers the necessary steps in setting up DirectInput objects and devices. |
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DirectX 8 and the Keyboard [Added: 1/2/2002]
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Mason Smith
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Provides basic coverage of the keyboard under DirectInput, including a class wrapper. |
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do { ... } while (false); [Added: 5/25/2007]
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Dennis B, SlickEdit
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A small little programming idiom |
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Enhancing Stenciled Shadow Volumes [Added: 8/17/2003]
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Christian Mendl
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The article deals with transforming vertex position data and storing it in a floating-point surface to be able to reuse it when rendering. |
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Fast Computation of Terrain Shadow Maps [Added: 5/7/2002]
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Mircea Marghidanu
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Covers the lighting and shadowing aspects of terrain rendering. |
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Fast Fourier Transforms [Added: 3/19/2001]
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Magmai Kai Holmlor
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Provides a brief explanation of FFTs, with sample programs. |
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Frame Rate Independent Movement [Added: 6/4/2001]
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Ben Dilts
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Explains how to keep game objects moving at the same rate independently of the frame rate. |
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General Purpose Call Stack Tracer [Added: 10/22/2002]
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Bryan Ross
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This is a short little snippet whose purpose is to aid in debugging, by keeping track of which function the thread of execution is currently in, using a staticly allocated doubly-linked list |
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Generating a Screenshot in DirectX 8.1 [Added: 7/2/2002]
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Keith Newton
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Explains how to output a screenshot using only a few lines of code. |
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Handy PC/Mac OS X Snippets for Indie Development [Added: 1/9/2006]
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Julio Gorgé, Pablo Pérez
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A number of useful code snippets that abstract common operations for both Mac OS X and Windows. |
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Higher Accuracy Quantized Normals [Added: 12/8/2000]
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Raphael Baptista
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Provides an update improving the quantization technique presented in Compressed Quantized Unit Vectors. |
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How to Load a Bitmap [Added: 7/23/2003]
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Mark Bernard
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Answers a commonly asked question. |
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How to parse .X files [Added: 9/13/2001]
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Jim Adams
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Provides coverage of what you need to know to start working with .X file-based meshes. |
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Identification of x86 CPUs and their features with CPUID [Added: 10/5/2000]
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Benjamin Swayne
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Shows how to check your CPU's capabilities. |
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Implementing 2D Vectors [Added: 5/21/2000]
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Willem van Doesburg
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A vector implementation in C++. |
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In Memory Data Compression and Decompression [Added: 12/12/2005]
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Lee Millward
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Shows how to perform compression and decompression between data buffers in memory using the zlib library. |
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Integrating Direct3D 8.1 With MFC Using Visual Studio 6.0 [Added: 3/2/2002]
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Frank D. Luna V
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This paper walks the reader through setting up a simple DirectX application in the MFC framework using wizards and the document/view architecture. |
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Introduction to Linked Lists [Added: 1/19/2001]
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Shadow Mint
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Provides a basic explanation of a very useful data structure. |
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Introduction to Ogg Vorbis [Added: 12/29/2003]
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Anthony "TangentZ" Yuen
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Shows how to set up a system to play Ogg Vorbis files through the use of the Ogg Vorbis SDK and OpenAL. |
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Keyboard I/O Considerations in Game Development [Added: 6/18/2004]
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Rakesh Iyer
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Presents a method for dealing with keyboard sampling rates changing over time as hardware advances. |
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Lighting and Normals [Added: 1/29/2002]
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Ben Woodhouse
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Extending on the previous tutorial's spinning cube code, this tutorial will explain how to calculate your cube's face normals and add OpenGL lighting to your program.
|
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Lightning [Added: 10/24/2001]
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Ian McDougall
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Covers a simple lightning effect in Visual Basic. |
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Line Drawing Algorithm Explained [Added: 1/7/2001]
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Tom Ootjers
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Explains how and why the Bresenham line algorithm works |
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Loading 3DS Files [Added: 12/18/2000]
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P.P.A.Narayanan
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Gives an example of loading a model from a 3DSMax file. |
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Loading a Texture From a Zip File in DirectX 9 [Added: 9/11/2003]
|
Greg Stewart
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This is a simple article on how to load textures from .ZIP files using DirectX 9. |
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Loading Bitmap Files into DirectDraw [Added: 6/22/2000]
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Kieren Johnstone
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Describes how to use Windows functions to load a bitmap to a DirectDraw surface. |
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Making Your Libraries Release-Friendly [Added: 10/15/2003]
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Sobeit Void
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Presents some tips for distributing your libraries to make them more user-friendly. |
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Multiple Monitor Support Code [Added: 8/15/2000]
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David Stubbs
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This code allows the user to select which video card to use if there are more than one present. |
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One Layer XOR Based Encryption [Added: 1/11/2002]
|
Kurifu Roushu
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Provides a basic overview of encryption using a single key and the XOR operator. |
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Playing MIDIs and WAVs using DirectX [Added: 4/18/2003]
|
Stephen Johnson
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Basic introduction to playing sounds with DirectX. |
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Pointers: Beginning to Intermediate [Added: 4/24/2003]
|
James Poag
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The purpose of this article is explain to a beginning or intermediate programmer what pointers are and to provide a few examples of how they are used. |
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Programming 3D Sound With OpenAL in Windows [Added: 7/2/2003]
|
Dan Ricart
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This article explains the basics of OpenAL and how to get started adding 3D sound to your project. |
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Putting it all together: How to best arrange C++ source and header files [Added: 11/4/2000]
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Ben Dilts
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Covers the basics of what you need to do to share globals across multiple files. |
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Random Name-Generation Using Grammars [Added: 11/24/2003]
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Constantin Christmann
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Demonstrates a method for building reasonable names using grammars, with pronouncibility guaranteed. |
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Real-Time Heightmap Self-Shadowing Using the Strider Technique [Added: 7/22/2004]
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Matthew Strahan
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Describes a technique for creating terrain shadows. |
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Recognition of Handwritten Gestures [Added: 1/9/2004]
|
Oleg Dopertchouk
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Explains how to use gesture recognition for input. |
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Screen Update API for Allegro [Added: 9/30/2004]
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Chris "23yrold3yrold" Barry
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Provides code and documentation for updating the screen in Allegro. |
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SDL & Fonts [Added: 6/9/2003]
|
Doug Manley
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Describes how to easily use text with SDL. |
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SDL & Fonts Part 2: PrintStrings [Added: 7/9/2003]
|
Doug Manley
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Continues where the previous article left off, covering how to handle multiple lines of text. |
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Simple Clouds Part 1 [Added: 4/13/2004]
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Francis "AK 47" Huang
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Demonstrates how to procedurally generate clouds and render them using OpenGL. |
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Simple File I/O Using C++ [Added: 7/17/2000]
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John Peregrine
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Covers the basics of stream-based I/O in C++. |
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'Slope Lighting' Terrain [Added: 7/8/2001]
|
Charlie Van Noland
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Describes a fast terrain lighting technique. |
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Smooth interpolation of irregularly spaced keyframes [Added: 10/1/2001]
|
Jon Langridge
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Describes a method of grouping keyframes where they're most needed to obtain smooth animation. |
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Spinning Cube [Added: 1/29/2002]
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Ben Woodhouse
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Expands on the previous tutorial's code to show you the basics of animation and models using OpenGL and GLUT. By the end you should know how to create a spinning cube. |
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SSE2 for Dummies (who know C/C++) [Added: 8/31/2003]
|
Zach Dwiel
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Provides an overview of Intel's SSE2 and examples of how to use it. |
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Starting Direct3D9: Setting Up a Window [Added: 5/20/2003]
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Mason Smith
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This article will teach you the basics of Direct3D and using it to setup a Direct3D-enabled window. |
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Static Libraries From a Game Programming Perspective [Added: 3/2/2001]
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Stefan Hajnoczi
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Explains what static libraries are and how to use them. |
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Static Library Tips [Added: 11/1/2001]
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Sobeit Void
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Provides suggestions for improving the efficiency and correctness of static libraries. |
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Synchronizing Walking Animations [Added: 4/5/2005]
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Nicolás Vinacur
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Presents a technique for spacing 2D animations. |
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Text Input in an Allegro Game [Added: 8/14/2004]
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Chris "23yrold3yrold" Barry
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Describes how to process input using both C and C++. |
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The Basics to Using DirectShow [Added: 3/13/2001]
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Kurifu Roushu
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A simple explanation and example of using DirectShow |
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The C++ Pimpl [Added: 4/2/2002]
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Sobeit Void
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Describes a method allowing you to modify the private interface of your class while avoiding recompilation of code using the public interface. |
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The Singleton Class Cluster [Added: 7/6/2005]
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Tristam MacDonald
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Suggests an optimal implementation of the singleton and a way to combine it with the class cluster design pattern. |
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Tips for Cross-Platform I/O in C/C++ [Added: 5/3/2005]
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John Bolton
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A brief list of useful tips. |
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Understanding Pointers: A Game Developer's Approach [Added: 11/20/2002]
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Warren Moore
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This article exists as a reference and tutorial for those who are learning C++ and need a little extra help in the area of pointers. |
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Understanding the QuickSort Algorithm [Added: 6/28/2000]
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Joe Farrell
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Provides an implementation and explanation of the quicksort algorithm. |
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Using a CallHandler and Caller Object to Simplify Function Calling Between Anonymous Objects [Added: 3/26/2003]
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John Hattan
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If the title doesn't give you an idea of what the article is about, I can't help you. |
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Using DirectX Audio 8 [Added: 2/6/2002]
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Mason Smith
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Covers the basics of setting up DirectX Audio and playing sounds. |
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Using Function Pointers [Added: 7/1/2004]
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Jason Mickela
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Describes how to use function pointers in various ways to increase the performance and readability of your code. |
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Using Linked Lists to Represent Game Objects [Added: 1/13/2004]
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Jackson Allan
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Explains how to use linked lists in the context of a game. |
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Using Lua with C# [Added: 11/7/2005]
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Martin Echenique
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Explains how to embed Lua into a C# application. |
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Using Text-To-Speech as a Game Programming Tool [Added: 4/16/2003]
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Desmond (Dez) Lang
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The purpose of this article is to introduce the use of Microsoft's Speech API (SAPI) 5.1 as an effective tool in game development. |
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Using Vertex Buffers With DirectX [Added: 5/26/2003]
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Erik Yuzwa
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A few tips and pointers for working with vertex buffers. |
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Working with the DirectX .X File Format and Animation in DirectX 9.0 [Added: 3/30/2004]
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Jason Jurecka
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Sets up a working model and plays animations for that model using the .X format. |
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Writing Endian Independent Code in C++ [Added: 4/27/2004]
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Promit Roy
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Explains what endian means and shows how to write code to deal with it. |
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Subcategory: Intel Developer Zone |
Topic |
Author |
Description |
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A Simple 2-Joint Knee IK Setup [Added: 7/17/2009]
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Intel
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Getting knees and elbows to deform properly can mean many hours of weighting vertices and even extra modeling. Using a 2-joint knee (sometimes referred to as 2-bone knee) setup can help you cut through the tedium and get on with animating! Download the how-to guide. |
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C++ Larrabee Prototype Library Guide [Added: 7/17/2009]
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Intel
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Get the 411 on the C++ implementation of the Larrabee new instructions. (And you can link to the library itself via an .inl file near the top of the guide.) |
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Creating Ocean Fog using Direct3D [Added: 7/17/2009]
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Intel
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When, where, and how should graphics computation be shifted from the GPU to the CPU? The creation of this foggy ocean scene explores that question and offers solutions. Includes downloadable source code. |
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Game Physics Performance on Larrabee Architecture [Added: 7/17/2009]
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Intel
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Game physics is at the heart of any modern game engine, and they're very compute- and memory-intensive. Meeting these demands requires a computer architecture that can deliver high floating-point performance and memory bandwidth. Larrabee is such an architecture. Read how. |
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Keeping it Quads: One Quad Strategy for Attachments [Added: 7/17/2009]
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Intel
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We all know that QUADs are king. But if you model some objects in pieces and join them later on, that usually leads to n-sided or 3-sided polygons as we put everything back together. This how-to guide from the Intel Software Network Artist/Animator Area, provides the step-by-step (get it?) recipe for quick quad attachment. |
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Multi-Core Simulation of Soft-Body Characters using Cloth [Added: 7/17/2009]
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Intel
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Soft-body physics is an increasingly popular feature in videogames. Due to their computational intensity, soft-body physics are presently used sparingly to depict the movement of cloth, hair, and other flexible elements. This article shows how, with the additional processing power of a multi-core CPU, entire soft-body characters can be created using cloth simulation techniques. |
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Newly Updated: Intel® Graphics Media Accelerator Developer's Guide [Added: 7/17/2009]
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Intel
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This updated guide provides development tips to help ensure your customers have a great experience playing your games and running other interactive 3D graphics applications. Additionally, it describes the Intel® Graphics Media Accelerator used in the Intel® 4 Series Chipsets with a focus on performance analysis on Microsoft DirectX™, and includes a section detailing performance analysis with the Intel® Graphics Performance Analyzer (Intel® GPA). |
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Quake Wars Gets Ray-Traced [Added: 7/17/2009]
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Intel
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Read how Intel's ray-tracing team was employed to increase the visual mojo of Enemy Territory: Quake Wars (by id Software and Splash Damage) by using ray tracing. |
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Rasterization on Larrabee [Added: 7/17/2009]
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Intel
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Take a look at how the team at RAD applied the new Larrabee instructions to rasterization. This gives you a tour of the Larrabee rasterization approach and how vector programming can be applied to a semi-parallel task. Written by Michael Abrash of RAD Game Tools. |
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Two Brains Are Better Than One [Added: 7/17/2009]
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Intel
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Artificial intelligence (AI) drives game play - whether you're talking about a complex system of AI or a simple scripting engine. To really maximize your AI's potential, it needs to utilize the entire CPU, and this means threading. This article examines how to thread a simple AI and some of the challenges in writing an AI that truly scales with multi-core CPUs. |
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