Sweet Snippets |
Topic |
Author |
Description |
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2D Alpha Blending Using MMX Technology [Added: 9/1/2001]
|
Matthias Hofmann
|
Provides an improvement to a blending technique described in an earlier article. |
|
3D Sound with DirectX Audio [Added: 2/13/2003]
|
Toby Murray
|
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]
|
Lee Winder
|
Provides an introductory tutorial to adding sounds via OpenAL. |
|
A Quick Guide to FMOD [Added: 5/21/2004]
|
Joachim Rohde
|
Provides an overview of and samples of using the FMOD sound system. |
|
A Simple COM Tutorial [Added: 2/2/2001]
|
Odin Jensen
|
Provides a brief explanation of COM and an example program using it. |
|
A Simple Third-Person Camera [Added: 11/13/2001]
|
actdevil
|
Explains how a polar coordinate system can be used to implement a 3rd person camera. |
|
An Introduction to Hash Tables with Chaining [Added: 3/16/2004]
|
GaulerTheGoat
|
Provides an introduction to and implementation of chained hash tables. |
|
Area and Volume Calculations [Added: 5/12/2005]
|
Kyle Owen
|
Presents a three dimensional volume calculator based on the pressure volume model. |
|
ASSERT(), VERIFY() and TRACE() for non-MFC Applications [Added: 7/23/2002]
|
Gabriel Fleseriu
|
This article explains how to create your own ASSERT(), VERIFY(), and TRACE() macros for non-MFC applications. |
|
Basic Encryption [Added: 12/15/2001]
|
Matt Recker
|
Covers the essentials involved with encryption. |
|
Basics of GLUT [Added: 1/29/2002]
|
Ben Woodhouse
|
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. |
|
Box Filtering Height Maps for Smooth Rolling Hills [Added: 10/23/2004]
|
Graham Wihlidal
|
Explains how to remove the sharp edges in height maps using a simple convolution filter. |
|
Building an .X File Frame Hierarchy [Added: 9/24/2001]
|
Jim Adams
|
Shows you how to load and create a frame hierarchy from an .X file. |
|
Character Animation with DirectX 8.0 [Added: 1/16/2002]
|
Johannes Leimbach
|
Provides instructions and a wrapper class for loading and MD2 model in DirectX 8. |
|
Code Organization with Namespaces [Added: 12/14/2003]
|
Michael V. De Palatis
|
A brief article introducing namespaces to the uninitiated. |
|
Compiling OpenGL Code with MFC [Added: 4/16/2002]
|
David Nishimoto
|
This article is little more than code, but it should at least give you a framework for using OpenGL in MFC applications. |
|
Compressed Quantized Unit Vectors [Added: 8/21/2000]
|
Rafael Baptista
|
This article descibes a method for mapping 12 byte vectors into 2 byte quantized normals and back. |
|
Concatenating Triangle Strips [Added: 11/27/2002]
|
Marc Reilly
|
Explains how to use degenerate triangles to improve batch processing of triangle strips. |
|
Continuous Updating in MFC [Added: 2/13/2005]
|
Chris "iNsAn1tY" Mantle
|
Presents a method for allowing smooth updates in MFC. |
|
Coordinates in Hexagon-Based Tile Maps [Added: 4/13/2002]
|
Thomas Jahn
|
Provides some solutions to problems encountered when working with hexagonal tile maps. |
|
Creating a Useful Camera Class [Added: 10/13/2004]
|
Michael Schuld
|
An implementation of a camera that flies around in 3d space with math explanations as well as source code. |
|
Creating a Windows NT/2000/XP Service [Added: 3/20/2003]
|
Dean Harding
|
Provides an explanation of and sample code for creating a Windows service. |
|
Direct3D 9.0 with Allegro [Added: 1/25/2006]
|
Homer Cuevas
|
Tutorial and demo code for using Direct3D and Allegro together. |
|
Direct3D Without All The Garbage [Added: 6/8/2000]
|
Lee Mazurek
|
Explains an easy way to implement the bare minimum of 3D engine features. |
|
DirectInput Initialization [Added: 2/21/2001]
|
Anthony Wlodarski
|
Covers the necessary steps in setting up DirectInput objects and devices. |
|
DirectX 8 and the Keyboard [Added: 1/2/2002]
|
Mason Smith
|
Provides basic coverage of the keyboard under DirectInput, including a class wrapper. |
|
do { ... } while (false); [Added: 5/25/2007]
|
Dennis B, SlickEdit
|
A small little programming idiom |
|
Enhancing Stenciled Shadow Volumes [Added: 8/17/2003]
|
Christian Mendl
|
The article deals with transforming vertex position data and storing it in a floating-point surface to be able to reuse it when rendering. |
|
Fast Computation of Terrain Shadow Maps [Added: 5/7/2002]
|
Mircea Marghidanu
|
Covers the lighting and shadowing aspects of terrain rendering. |
|
Fast Fourier Transforms [Added: 3/19/2001]
|
Magmai Kai Holmlor
|
Provides a brief explanation of FFTs, with sample programs. |
|
Frame Rate Independent Movement [Added: 6/4/2001]
|
Ben Dilts
|
Explains how to keep game objects moving at the same rate independently of the frame rate. |
|
General Purpose Call Stack Tracer [Added: 10/22/2002]
|
Bryan Ross
|
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 |
|
Generating a Screenshot in DirectX 8.1 [Added: 7/2/2002]
|
Keith Newton
|
Explains how to output a screenshot using only a few lines of code. |
|
Handy PC/Mac OS X Snippets for Indie Development [Added: 1/9/2006]
|
Julio Gorgé, Pablo Pérez
|
A number of useful code snippets that abstract common operations for both Mac OS X and Windows. |
|
Higher Accuracy Quantized Normals [Added: 12/8/2000]
|
Raphael Baptista
|
Provides an update improving the quantization technique presented in Compressed Quantized Unit Vectors. |
|
How to Load a Bitmap [Added: 7/23/2003]
|
Mark Bernard
|
Answers a commonly asked question. |
|
How to parse .X files [Added: 9/13/2001]
|
Jim Adams
|
Provides coverage of what you need to know to start working with .X file-based meshes. |
|
Identification of x86 CPUs and their features with CPUID [Added: 10/5/2000]
|
Benjamin Swayne
|
Shows how to check your CPU's capabilities. |
|
Implementing 2D Vectors [Added: 5/21/2000]
|
Willem van Doesburg
|
A vector implementation in C++. |
|
In Memory Data Compression and Decompression [Added: 12/12/2005]
|
Lee Millward
|
Shows how to perform compression and decompression between data buffers in memory using the zlib library. |
|
Integrating Direct3D 8.1 With MFC Using Visual Studio 6.0 [Added: 3/2/2002]
|
Frank D. Luna V
|
This paper walks the reader through setting up a simple DirectX application in the MFC framework using wizards and the document/view architecture. |
|
Introduction to Linked Lists [Added: 1/19/2001]
|
Shadow Mint
|
Provides a basic explanation of a very useful data structure. |
|
Introduction to Ogg Vorbis [Added: 12/29/2003]
|
Anthony "TangentZ" Yuen
|
Shows how to set up a system to play Ogg Vorbis files through the use of the Ogg Vorbis SDK and OpenAL. |
|
Keyboard I/O Considerations in Game Development [Added: 6/18/2004]
|
Rakesh Iyer
|
Presents a method for dealing with keyboard sampling rates changing over time as hardware advances. |
|
Lighting and Normals [Added: 1/29/2002]
|
Ben Woodhouse
|
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.
|
|
Lightning [Added: 10/24/2001]
|
Ian McDougall
|
Covers a simple lightning effect in Visual Basic. |
|
Line Drawing Algorithm Explained [Added: 1/7/2001]
|
Tom Ootjers
|
Explains how and why the Bresenham line algorithm works |
|
Loading 3DS Files [Added: 12/18/2000]
|
P.P.A.Narayanan
|
Gives an example of loading a model from a 3DSMax file. |
|
Loading a Texture From a Zip File in DirectX 9 [Added: 9/11/2003]
|
Greg Stewart
|
This is a simple article on how to load textures from .ZIP files using DirectX 9. |
|
Loading Bitmap Files into DirectDraw [Added: 6/22/2000]
|
Kieren Johnstone
|
Describes how to use Windows functions to load a bitmap to a DirectDraw surface. |
|
Making Your Libraries Release-Friendly [Added: 10/15/2003]
|
Sobeit Void
|
Presents some tips for distributing your libraries to make them more user-friendly. |
|
Multiple Monitor Support Code [Added: 8/15/2000]
|
David Stubbs
|
This code allows the user to select which video card to use if there are more than one present. |
|
One Layer XOR Based Encryption [Added: 1/11/2002]
|
Kurifu Roushu
|
Provides a basic overview of encryption using a single key and the XOR operator. |
|
Playing MIDIs and WAVs using DirectX [Added: 4/18/2003]
|
Stephen Johnson
|
Basic introduction to playing sounds with DirectX. |
|
Pointers: Beginning to Intermediate [Added: 4/24/2003]
|
James Poag
|
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. |
|
Programming 3D Sound With OpenAL in Windows [Added: 7/2/2003]
|
Dan Ricart
|
This article explains the basics of OpenAL and how to get started adding 3D sound to your project. |
|
Putting it all together: How to best arrange C++ source and header files [Added: 11/4/2000]
|
Ben Dilts
|
Covers the basics of what you need to do to share globals across multiple files. |
|
Random Name-Generation Using Grammars [Added: 11/24/2003]
|
Constantin Christmann
|
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]
|
Matthew Strahan
|
Describes a technique for creating terrain shadows. |
|
Recognition of Handwritten Gestures [Added: 1/9/2004]
|
Oleg Dopertchouk
|
Explains how to use gesture recognition for input. |
|
Screen Update API for Allegro [Added: 9/30/2004]
|
Chris "23yrold3yrold" Barry
|
Provides code and documentation for updating the screen in Allegro. |
|
SDL & Fonts [Added: 6/9/2003]
|
Doug Manley
|
Describes how to easily use text with SDL. |
|
SDL & Fonts Part 2: PrintStrings [Added: 7/9/2003]
|
Doug Manley
|
Continues where the previous article left off, covering how to handle multiple lines of text. |
|
Simple Clouds Part 1 [Added: 4/13/2004]
|
Francis "AK 47" Huang
|
Demonstrates how to procedurally generate clouds and render them using OpenGL. |
|
Simple File I/O Using C++ [Added: 7/17/2000]
|
John Peregrine
|
Covers the basics of stream-based I/O in C++. |
|
'Slope Lighting' Terrain [Added: 7/8/2001]
|
Charlie Van Noland
|
Describes a fast terrain lighting technique. |
|
Smooth interpolation of irregularly spaced keyframes [Added: 10/1/2001]
|
Jon Langridge
|
Describes a method of grouping keyframes where they're most needed to obtain smooth animation. |
|
Spinning Cube [Added: 1/29/2002]
|
Ben Woodhouse
|
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. |
|
SSE2 for Dummies (who know C/C++) [Added: 8/31/2003]
|
Zach Dwiel
|
Provides an overview of Intel's SSE2 and examples of how to use it. |
|
Starting Direct3D9: Setting Up a Window [Added: 5/20/2003]
|
Mason Smith
|
This article will teach you the basics of Direct3D and using it to setup a Direct3D-enabled window. |
|
Static Libraries From a Game Programming Perspective [Added: 3/2/2001]
|
Stefan Hajnoczi
|
Explains what static libraries are and how to use them. |
|
Static Library Tips [Added: 11/1/2001]
|
Sobeit Void
|
Provides suggestions for improving the efficiency and correctness of static libraries. |
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Synchronizing Walking Animations [Added: 4/5/2005]
|
Nicolás Vinacur
|
Presents a technique for spacing 2D animations. |
|
Text Input in an Allegro Game [Added: 8/14/2004]
|
Chris "23yrold3yrold" Barry
|
Describes how to process input using both C and C++. |
|
The Basics to Using DirectShow [Added: 3/13/2001]
|
Kurifu Roushu
|
A simple explanation and example of using DirectShow |
|
The C++ Pimpl [Added: 4/2/2002]
|
Sobeit Void
|
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]
|
Tristam MacDonald
|
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]
|
John Bolton
|
A brief list of useful tips. |
|
Understanding Pointers: A Game Developer's Approach [Added: 11/20/2002]
|
Warren Moore
|
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]
|
Joe Farrell
|
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]
|
John Hattan
|
If the title doesn't give you an idea of what the article is about, I can't help you. |
|
Using DirectX Audio 8 [Added: 2/6/2002]
|
Mason Smith
|
Covers the basics of setting up DirectX Audio and playing sounds. |
|
Using Function Pointers [Added: 7/1/2004]
|
Jason Mickela
|
Describes how to use function pointers in various ways to increase the performance and readability of your code. |
|
Using Linked Lists to Represent Game Objects [Added: 1/13/2004]
|
Jackson Allan
|
Explains how to use linked lists in the context of a game. |
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Using Lua with C# [Added: 11/7/2005]
|
Martin Echenique
|
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]
|
Desmond (Dez) Lang
|
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]
|
Erik Yuzwa
|
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]
|
Jason Jurecka
|
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]
|
Promit Roy
|
Explains what endian means and shows how to write code to deal with it. |
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