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The History of a Future Platform, Part 2: Stunt Island

The History of a Future Platform, Part 1: Why

Fast, Constant Time Sphere Indexing, Part 2

Fast, Constant Time Sphere Indexing, Part 1

20 Years since Terminal Pacity

Replacing Disqus with Github Comments

Three Methods to Extract Frustum Points

A Convenient Expression for Packed Circle Radius

Mixed Precision GPU Noise with HLSL

A New Host, Server and Site Generator

Distant Spherical Area Light Sources

Very Fast, High-Precision SIMD/GPU Gradient Noise

Skeletal Animation Looping with Autocorrelation

Quaternions and Dual Quaternion Skinning

An RPC Debugging Framework with Visual Studio

Reflection in C++, Part2: The Simple Implementation of Splinter Cell

Reflection in C++, Part 1: Introduction