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Approximate first principal component

HyAB k-means for color quantization

Palette lighting tricks on the Nintendo 64

Portal flow brings it all together

Fine visibility via clipping

Coarse base visibility

Portals and Quake

A simple way to scale pixel art games

How to present MS-DOS screenshots

How Westwood VQA works

Efficiently split a NumPy array into tiles

Classic 3D videogame shadow techniques

Shader post-processing in a hurry

Moving basis decomposition for images

Color quantization with a self-organizing map

PCA image color compression experiment

Clean pointer serialization in C

Sort a sphere BVH with split planes

Annoying details of a Z-buffer rasterizer

Going up in color bit depth

Image vector quantization is just like creating a tilemap

In-place filtering of an array

BSP Lessons

Full screen triangle optimization

Mapping to the PICO-8 palette, perceptually