6월, 2012의 게시물 표시
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)