2012의 게시물 표시
5 tips for making great animations for 2D games http://gamasutra.com/view/news/176663/5_tips_for_making_great_animations_for_2D_games.php
fractals, computer graphics, mathematics, demoscene and more http://www.iquilezles.org/www/articles/multiresaocc/multiresaocc.htm
YouTube에서 2012 AGIPI - Quater Final - Jaspers vs Horn.avi 보기

Bolt: GPU acceleration for your C++ application | AMD Developer Central

OpenCL을 STL 스타일로 감싼 C++ 템플릿 라이브러리라고 합니다. AMD APP SDK 2.8에 포함되어 있습니다. APP SDK 다운로드는: http://developer.amd.com/tools/heterogeneous-computing/amd-accelerated-parallel-processing-app-sdk/downloads/ Bolt: GPU acceleration for your C++ application | AMD Developer Central :

CrazyXIII : 모바일 기기 칩셋 별 GPU 아키텍쳐

CrazyXIII : 모바일 기기 칩셋 별 GPU 아키텍쳐 :

Interpolation methods

수식, 도해, 간단한 구현 코드 제공. 회귀분석도 있습니다. Interpolation methods :

CrazyXIII : Photoshop Blend Mode

CrazyXIII : Photoshop Blend Mode : 포토샵 강좌, 레이어 혼합 모드(Blending Mode) 이해하기

Game Programmer Life :: Triplanar Texturing

Game Programmer Life :: Triplanar Texturing :

Oren-Nayar Reflectance Lighting Model

Oren Nayer Reflectance Model http://cagetu.egloos.com/5702801

Oren-Nayar Reflectance Lighting Model :: 게임 개발 포에버

Oren-Nayar Reflectance Lighting Model :: 게임 개발 포에버

비디오 게임을 하는 당신의 두뇌

CrazyXIII : 다프네 바벨리어(Daphne Bavelier): 비디오 게임을 하는 당신의 두뇌
xxHash : new version http://fastcompression.blogspot.com/2012/12/xxhash-new-version.html?spref=tw
Lua Workshop 2012 Presentations http://www.reddit.com/r/lua/comments/14cw9d/lua_workshop_2012_presentations/
Advanced Unity Serialization | Coding Jar Blog http://www.codingjargames.com/blog/2012/11/30/advanced-unity-serialization/
Realistic real-time illumination http://graphics.cs.aueb.gr/graphics/research_illumination.html
Standard C++ http://isocpp.org/blog/2012/11/introduction-to-modern-c-techniques

his GLSL shader is based on the awesome work of JC Hart and I Quilez. Features two lights with soft shadows, blobby objects, object space ambient occlusion.This GLSL shader is based on the awesome work of JC Hart and I Quilez. Features two lights with soft shadows, blobby objects, object space ambient occlusion.

GLSL Sandbox http://glsl.heroku.com/e#4039.0
xee - A light-weight, fast and convenient image viewer for Mac OS X. https://code.google.com/p/xee/source/browse/XeePhotoshopLoader.m#102
UX Case Study http://www.slideshare.net/BillyChoi/ux-case-study
id-Software (id Software) https://github.com/id-Software
SK 컴즈의 구조조정을 보면서.. :: Just my thought
Hawken Closed Beta - PhysX Effects Preview http://www.youtube.com/watch?v=pIn3NoMgxgo
Unity3d Tools & Plugin :: 게임도 예술이다.

Mobile Terrain

T4M Black Edition Site
Tool: Flash Timeline Style Animation Editor For Cocos2D-iPhone and Cocos2D-X games
[Tool] Export timeline animations from Adobe Flash and import as Cocos2d Actions « cocos2d for iPhone
Cocos2d-x | A (probably) new sprite tool

온라인 게임을 지탱하는 기술

Unbelievable: Unity3D Korean input with EZGUI UITextField
무언가를 좋아하고 그것에 열중할 수 있는 것은 좋은 일이며 꼭 필요한 일 같다. 나이를 먹으면 먹을 수록 더욱 더. http://twitter.com/azyu_ism/status/266593741211594753
Readability index calculator http://www.standards-schmandards.com/exhibits/rix/index.php
Configurable Chef Scripts http://www.solowizard.com/

유니티 3.5 버젼 안드로이드 문제 해결법

유니티 3.5 버젼 안드로이드 문제 해결법

Unity3D 기초 정보 수집

Unity3D 소개  http://www.slideshare.net/giantjo/1002-unity3d
CrazyXIII : 타격감?
99%를 위한 적정마케팅② http://www.bloter.net/archives/131816
A Quick Overview of MSAA http://mynameismjp.wordpress.com/2012/10/24/msaa-overview/
Agner Fog http://agner.org/
★스톰의 게임기획 연구실 : 게임기획자에게 강추하는 기획 튜토리얼 http://sstorm.egloos.com/5688384
[KGC12] Forward / Deferred Rendering 발표자료 http://cagetu.egloos.com/5684821

C++ - 하위 디렉터리의 파일이 변경 되었는지 감지하는 법

김재호의 디지털보단 아날로그 - 하위 디렉터리의 파일이 변경 되었는지 감지하는 법 :
c0de517e: Supersampling and antialiasing distance fields
Torchlight II 개발 과정을 시각화한 동영상 http://gpgstudy.com/news/item/610
[link] Performance Optimization / reduce draw calls issue http://egohim.blog.me/70147348463
Visual Studio integration for Unity http://unityvs.com/
Shader Effects: Screen Space Ambient Occlusion http://devmaster.net/posts/shader-effects-screen-space-ambient-occlusion
DynamicObjLoader/DynamicObjLoader.cpp at master · i-saint/DynamicObjLoader https://github.com/i-saint/DynamicObjLoader/blob/master/DynamicObjLoader.cpp#L586
Interactive Geometry Lab | ETH Zurich | Elasticity-Inspired Deformers for Character Articulation http://igl.ethz.ch/projects/eid/
Mike Day: An efficient and user-friendly tone mapping operator http://www.insomniacgames.com/mike-day-an-efficient-and-user-friendly-tone-mapping-operator/
DEVWITH.COM
구글, 안드로이드→아이폰 앱 변환도구 배포 http://www.bloter.net/archives/127542
유용한 Xcode 플러그인들... http://lambert.tistory.com/567
Cpu caches http://www.slideshare.net/shinolajla/cpu-caches
Table of Contents — An Introduction to libuv http://nikhilm.github.com/uvbook/
TextureAtlas Add-on: Baking Entire Scenes http://www.blendernation.com/2012/09/13/textureatlas-add-on-baking-entire-scenes/
SuperSocket, an extensible socket application framework http://supersocket.codeplex.com/
Shrinking C++ Executables http://thelegendofrandom.com/blog/archives/2231
시장의 기회를 찾는 방법 :: 하루 3분, 마케팅 http://www.dailymktg.com/20
Real-time path tracing: racing game http://raytracey.blogspot.com/2012/09/real-time-path-tracing-racing-game.html
강력한 실시간 모바일 웹 디버깅 툴 ‘Adobe Shadow’ 설치하고 활용하기 | 트렌드와칭 http://trendw.kr/mobile/201208/3255.t1m
aras-p/glsl-optimizer https://github.com/aras-p/glsl-optimizer
[Live] 뷰렛(Biuret) - 거짓말 + Love and Hate http://www.youtube.com/watch?v=TkBQqTqRMjY
게임회사 뒷담화 모음 http://bbs2.ruliweb.daum.net/gaia/do/ruliweb/default/519/read?articleId=876290&bbsId=G003&itemGroupId=30&itemId=&objCate1=&pageIndex=1&platformId=
Watch Michelle Obama Speak to the Democratic National Convention http://www.youtube.com/watch?v=jUpN6klYP9o
Convert Excel to C++ http://activemesa.com/x2c
Bringing Regal OpenGL to Native Client http://www.altdevblogaday.com/2012/09/04/bringing-regal-opengl-to-native-client/
Levenshtein Distance and the Triangle Inequality « Inviting Epiphany http://richardminerich.com/2012/09/levenshtein-distance-and-the-triangle-inequality/
Defrag Tools: #6 - RAMMap | Defrag Tools http://channel9.msdn.com/Shows/Defrag-Tools/Defrag-Tools-6-RAMMap
Free Book: An Introduction to Programming in Go « thoughts… http://irrlab.com/2012/09/04/free-book-an-introduction-to-programming-in-go/
유니티(Unity)의 모아 그리기(Draw Call Batching) 조건 http://sunhyeon.wordpress.com/2012/08/31/217/
Fast Texture Compression http://software.intel.com/en-us/vcsource/samples/fast-texture-compression
Comment on Efficient Gaussian blur with linear sampling by Oskar Elek http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/comment-page-1/#comment-63474
Math for Game Programmers 05 – Vector Cheat Sheet | Higher-Order Fun
Real-time photorealistic physics experiments with Octane Render continued http://raytracey.blogspot.com/2012/09/real-time-photorealistic-physics.html
리버스 엔지니어링 바이블 http://window31.com/409
[정희진의 낯선사이]그들이 ‘화학적 거세’를 선호하는 이유 - 경향신문 http://m.khan.co.kr/view.html?artid=201208302019545&code=990100
Caustics Generator - Seamless water texture rendering http://www.dualheights.se/caustics/
삼성, 이제 OS X의 Dock까지 배끼나? :: Back to the Mac http://macnews.tistory.com/266
Pid - Official website http://www.pidgame.com/
심플은 정답이 아니다. 도널드 노먼(Donald A. Norman) « H Hour http://uxd.so/h/%EC%8B%AC%ED%94%8C%EC%9D%80-%EC%A0%95%EB%8B%B5%EC%9D%B4-%EC%95%84%EB%8B%88%EB%8B%A4-%EB%8F%84%EB%84%90%EB%93%9C-%EB%85%B8%EB%A8%BCdonald-a-norman/
길드워2, 3일간의 주말 테스트 리뷰 http://raysera.tistory.com/121

선동열의 흑마구 슬라이더가 메이저리그에서 통했을까? | Daum view

선동열의 흑마구 슬라이더가 메이저리그에서 통했을까? | Daum view :
IME에서 한/영 전환 감지하기 http://sunhyeon.wordpress.com/2012/08/22/ime%EC%97%90%EC%84%9C-%ED%95%9C%EC%98%81-%EC%A0%84%ED%99%98-%EA%B0%90%EC%A7%80%ED%95%98%EA%B8%B0/
Wanna play with OpenCL? http://c0de517e.blogspot.com/2012/08/wanna-play-with-opencl.html
Next generation browser gaming http://playcanvas.com/

LeakDiag로 메모리누수 디버깅하기

수양버들's Journey to Programming :: 네이버 블로그 :

Optimizing Realistic Rendering with Many-Light Methods (SIGGRAPH 2012 Course)

Optimizing Realistic Rendering with Many-Light Methods (SIGGRAPH 2012 Course) :

Fast Texture Compression - Intel® Software Network

Fast Texture Compression - Intel® Software Network :

GPU-accelerated 3D ocean wave simulation from Sundog Software

GPUComputing: Cool product - #GPU-accelerated 3D ocean wave simulation from Sundog Software - http://t.co/JAr7c9OX #CUDA http://t.co/N6U0JLi5

Advanced Lighting for Mobile

Slides & Notes for “Advanced Lighting for Mobile” Talk http://www.realtimerendering.com/blog/slides-notes-for-advanced-lighting-for-mobile-talk/

eSpeak 한국어 데이터 데모

http://puzzlet.github.com/espeak-korean/

a minimalistic JSON parser in C

RT @ProgrammerWorld: jsmn, a minimalistic JSON parser in C http://t.co/Kc4jSsJq #dev

YouTube에서 Hang Drum Set 보기

YouTube에서 Hang Drum Set 보기

The Art of Hashing

The Art of Hashing http://eternallyconfuzzled.com/tuts/algorithms/jsw_tut_hashing.aspx

밸브 신입사원 안내서: 무슨 일을 할까

밸브 신입사원 안내서: 무슨 일을 할까 : 'via Blog this'

GT ON THE ROAD SEASON 2_설렘

GT ON THE ROAD SEASON 2_설렘 http://www.youtube.com/watch?v=cOGvf1Dmz-g

http://research.tri-ace.com

tri http://research.tri-ace.com

#AltDevBlogADay » Shader Generator

#AltDevBlogADay » Shader Generator : 'via Blog this'

일 잘하는 조직 vs 일 못하는 조직

http://allofsoftware.net/271?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+allofsoftware+%28All+of+Software%29

소프트웨어 개발자의 나아갈 길

원문  http://techit.co.kr/8509 소프트웨어 개발자의 나아갈 길 소프트웨어 개발자의 경력이 제대로 보장 받지 못하는 가장 큰 이유는 회사, 사회, 문화의 문제 때문이다. 그렇다고 개발자 된 입장에서 회사가 바뀌고 사회가 바뀌기만을 기다릴 수는 없다. 이는 마치 닭과 달걀의 관계처럼 누가 먼저인지 알기 어렵다. 어느 한쪽이 먼저 깨끗하게 해결되면 자연스럽게 전체가 해결되지만 그걸 기대하기는 현실적으로 어렵다. 경영자도 회사가 살아남고 경쟁력을 키우기 위해서는 바뀌어야 하지만 개발자도 뭔가 대책을 수립해야 한다. 자세한 내용은  여기 로...

FUTILE 2D

FUTILE 2D http://struct.ca/futile/

SIGGRAPH 2012 Pixar Animation Studios GPU Team Review Open Subdivision Technology

SIGGRAPH 2012 Pixar Animation Studios GPU Team Review Open Subdivision Technology http://www.youtube.com/watch?v=FxGk8a1gRjs
Cyril Crassin, NVIDIA Research - Nvidia @SIGGRAPH 2012, Los Angeles, CA http://nvidia.fullviewmedia.com/siggraph2012/ondemand/SB134.html
hqx - hqx is a fast, high-quality magnification filter designed for pixel art. http://code.google.com/p/hqx/
Local Image-based Lighting With Parallax-corrected Cubemap https://www.youtube.com/watch?v=Bvar6X0dUGs
textmate/textmate · GitHub https://github.com/textmate/textmate
싸이 '강남스타일' 어떤 경로로 성공했나 http://blog.muzalive.com/284
Runtime-Compiled C++ http://runtimecompiledcplusplus.blogspot.co.uk/
The Radio Star, Jeong Jae-hyung, Lee Jeok, John Park(3), #14, 정재형, 이적, 존박(3) 20110907 http://www.youtube.com/watch?v=B7GEimmzoII
Mike Day: #SIGGRAPH 2012 CSM Scrolling http://www.insomniacgames.com/mike-day-siggraph-2012-csm-scrolling/
5 Major Challenges in Real-time Rendering (2012) http://www.slideshare.net/DICEStudio/new-13912730
Crysis 3 - CryEngine3 Tech Trailer http://www.youtube.com/watch?v=JWvgETOo5ek
Top Secret Tessellated Toad Tech! http://www.crydev.net/newspage.php?news=96177
Facet makes WebGL fun! http://cscheid.github.com/facet/
Nvidia Sparse Grid Supersampling http://forum.beyond3d.com/showthread.php?t=62238
IVB Atmospheric Light Scattering http://software.intel.com/en-us/articles/ivb-atmospheric-light-scattering/
Jorge Jimenez – Open Your Eyes http://www.iryoku.com/open-your-eyes

DRDFs Viewer

brdf https://github.com/wdas/brdf
Source Engine 2 is confirmed in development, Source Filmmaker code reveals http://www.pcgamesn.com/article/source-engine-2-confirmed-development-source-film-maker-code-reveals
OpenVDB http://www.openvdb.org/
Practical Physically Based Shading in Film and Game Production http://s2012.siggraph.org/attendees/sessions/practical-physically-based-shading-film-and-game-production
Defrag Tools: #2 - Process Explorer | Defrag Tools http://channel9.msdn.com/Shows/Defrag-Tools/Defrag-Tools-2-Process-Explorer
Polynomials from repeated linear interpolation « The ryg blog http://fgiesen.wordpress.com/2012/08/05/polynomials-from-repeated-linear-interp/
html5 3D 엔진 프로토타입 시연 동영상 http://www.youtube.com/watch?v=3Sce_NGzglQ
html5 3D 엔진 프로토타입 시연 동영상 http://www.youtube.com/watch?v=3Sce_NGzglQ
Jordan Presents: THIS IS WHERE IT STARTS http://www.youtube.com/watch?v=VJ9fi3UkNbg
Fast Realistic Lighting http://s2012.siggraph.org/attendees/sessions/100-140
Virtual Texturing in Software and Hardware http://s2012.siggraph.org/attendees/sessions/virtual-texturing-software-and-hardware
어떤 게임회사의 신입사원 안내서 | Tech It! | All about IT Trend http://techit.co.kr/8228
Real-time rendered animation previews with Octane Render http://raytracey.blogspot.com/2012/07/real-time-rendered-animation-previews.html
수양버들's Journey to Programming
Real-time path traced dynamic geometry in Octane Render http://raytracey.blogspot.com/2012/07/real-time-path-traced-dynamic-geometry.html
Hundreds of free icons to customize and include in your games | Game-icons.net
Ray* Instrumentation Tutorial http://software.intel.com/en-us/articles/adding-intel-energy-checker-sdk-instrumentation-to-your-applicationa-pov-ray-instrumentation-tutorial/
DX11 Real Time Raytracing. - Beyond3D Forum
Physically-Based Reflectance for Games Siggraph 2006 Course http://cagetu.egloos.com/5656896

Screen Space Meshes

www.matthiasmueller.info/publications/screenSpaceMeshes.pdf

RGB to XYZ to xyz to xy 변환

dasan.sejong.ac.kr/~dihan/display/HW1_solution_sample2.pdf
Blending in Detail http://blog.selfshadow.com/publications/blending-in-detail/
Open Asset Import Library : Downloads http://assimp.sourceforge.net/main_downloads.html
Importance Sampling Techniques for Path Tracing in Participating Media https://sites.google.com/site/ckulla/home/importance-sampling-techniques-for-path-tracing-in-participating-media
Spider-Man: the detailed vfx of spiders and lizards http://www.fxguide.com/featured/spider-man-the-detailed-vfx-of-spiders-and-lizards/
A Gentle Introduction to Algorithm Complexity Analysis http://discrete.gr/complexity/
Mike Day: Overlap test for spotlight cone vs sphere http://www.insomniacgames.com/mike-day-overlap-test-for-spotlight-cone-vs-sphere/

Texture Compression

Texture Compression http://renderingpipeline.com/2012/07/texture-compression/
Audio Assist Visual Studio Extension http://www.youtube.com/watch?v=WDdKwhN7wYk

cppcheck

cppcheck - Browse /cppcheck http://sourceforge.net/projects/cppcheck/files/cppcheck/1.55/
밸브, 소스엔진 활용한 영화 제작 도구 공개 :: GameMook
ssd 초기설정 주의사항 http://www.parkoz.com/zboard/view.php?id=my_tips&page=1&sn1=&divpage=3&sn=off&ss=on≻=off&keyword=ssd&select_arrange=headnum&desc=asc&no=14868 메모장 대용으로....쩝.. http://www.parkoz.com/zboard/view.php?id=my_tips&page=1&sn1&divpage=3&sn=off&ss=on≻=off&keyword=ssd&select_arrange=headnum&desc=asc&no=14868
[하드] SSD 최적화 가이드 입니다
Mike Day: Faster filters using bilinear texture look-ups There’s a fairly standard technique which uses carefully-placed bilinear taps to halve the number of texture look-ups needed to implement a given filter. This document provides a technique which can, under certain conditions, eliminate one additional look-up from each of the two passes of a separable 2D filter. http://www.insomniacgames.com/mike-day-faster-filters-using-bilinear-texture-look-ups/
RT @mike_acton: Mike Day: Overlap test for OBB vs OBB http://t.co/404gkthj via @insomniacgames #gamedev -- jj (@all2one)
Good rant on Web and OOP by Zed A. Shaw: http://t.co/HLEq1dhz -- Aras Pranckevičius (@aras_p)
RT @bkaradzic: Adaptive Manifolds for Real-Time High-Dimensional Filtering http://t.co/S9scjN5k #graphics -- jj (@all2one)
RT @niklasfrykholm: #AltDevBlogADay Read my lips: No more loading screens http://t.co/WsX6WShW #gamedev -- jj (@all2one)
RT @oteguro: リアルタイムレンダリング、ライティング(特にPBR)やってる人は読むと面白いかも。良い記事です。 http://t.co/N0mOqPlP #graphics -- jj (@all2one)
RT @hackernewsbot: Folly - The faceboook open source library... https://t.co/m7nACY6L #dev -- jj (@all2one)
Depth texture support coming to NativeClient in ANGLE? Nice! http://t.co/zQw1q5c6 -- Aras Pranckevičius (@aras_p)
게임 UX의 기초를 알고 싶으세요? 15주 동영상 강의를 참조해보세요. http://t.co/U7lF5TPm -- Billy (@ILOVEHCI)
JavaScript 로 컴파일되는 언어가 줄줄이 나오고 있는 가운데.. JSX로 포팅(BOX2D)한 뒤, 자바스크립트로 컴파일한 코드가 퍼포먼스가 더 좋다는 벤치마크는 인상적이다 http://t.co/96oYyu0T -- Yongha Kim (@ysoya)
RT @ohyecloudy: contact resolution을 이렇게 설명할 수도 있구나. 한 수 배웠다. GDC12) Solving Rigid Body Contacts - http://t.co/4sjOMmRI #gamedev -- jj (@all2one)
감사해요RT @mynova1: 그저 모든 것에 감사하는 마음으로 시작하는 아침. Mercedes Sosa가 부르는 "Gracias a la vida" http://t.co/IM8zO0kT -- 윤종신 (@MelodyMonthly)
"Accurate fitting of measured reflectances using a Shifted Gamma micro-facet distribution" #EGSR 2012: http://t.co/vVND1Qc9 -- Stephen Hill (@self_shadow)
DOOM 3 BFG Edition announced. Watch the trailer @bethblog http://t.co/ZWF6RjRQ -- id Software (@idSoftware)
RT @self_shadow: "Sparse Zonal Harmonic Factorization for Efficient SH Rotation" (TOG paper), #SIGGRAPH 2012: http://t.co/aw0BV2Sx #graphics -- jj (@all2one)

oolua - Cross platform C++ and Lua binding framework. - Google Project Hosting

oolua - Cross platform C++ and Lua binding framework. - Google Project Hosting

RSAA

RSAA, new AA approach from author of MLAA - HPG 2012 paper: "Reducing Aliasing Artifacts through Resampling" http://t.co/LXffsYpT -- Naty Hoffman (@renderwonk)

LLVM to Javascript 와우

숨막히게 멋진 프로젝트를 알게 되었다. https://t.co/tsBffCZu LLVM 비트코드를 자바스크립트로 바꿔서 어떤 프로그램이라도 브라우저에서 돌릴 수 있게 한 것. 데모들이 전부 숨막히게 멋짐ㅋㅋㅋ -- Jong Wook Kim (@lyomi)

Cocos2d-x » Tips and Tricks » About device orientation

http://cocos2d-x.org/projects/cocos2d-x/wiki/About_device_orientation

[Graphics] crunch - Advanced DXT texture compression and real-time transcoding library - Google Project Hosting

crunch is an open source ( ZLIB license ) lossy texture compression library and command line compression tool for developers that distribute and use content in the DXT1/5/N or 3DC/BC5 compressed mipmapped texture formats. It consists of a command line tool named "crunch", a compression library named "crnlib", and a single-header file, completely stand alone transcoder C++ class located in inc/crn_decomp.h . crnlib's results are competitive to transform based recompression approaches, as shown here . ... ... crunch - Advanced DXT texture compression and real-time transcoding library - Google Project Hosting

[Graphics] Inverse Kinematics (2 joints) for foot placement

#AltDevBlogADay » Inverse Kinematics (2 joints) for foot placement

Computer Graphics Data

유명한 Graphics Data. (Crytek Sponza, Chinese Dragon, Cornell Box, ...) Computer Graphics Data