Unity FPSSample - Takeaways from the "Deep dive into networking" talk
Takeaways from Peter Andreasen's talk about the Unity FPSSample ("Deep dive into networking for Unity's FPS Sample game"). Summary of techniques and wisdom.
Sonic Battle (GBA) Renderer Series - The Escher Sandwich
Found a rendering bug in the original game
Sonic Battle (GBA) Renderer Series - Walls
Wall affine matrices
Sonic Battle (GBA) Renderer Series - Drop Shadows
Dropping the shadows
Sonic Battle (GBA) Renderer Series - Inverted Walls
Flipping the normals
Sonic Battle (GBA) Renderer Series - Camera and tilemaps
View matrix and tilemap affine matrices
Sonic Battle (GBA) Renderer Series - Appendix: Notes
Implementation details and notes on the GBA
Sonic Battle (GBA) Renderer Series - The big picture
High-level summary of the implementation and frame breakdown
Sonic Battle (GBA) Renderer Series - Capabilities and limitations
Inverted walls, 45-degree walls, drop shadows, depth sorting (and its edge cases), and more
Sonic Battle (GBA) Renderer Series - Palette shifting
Applications of palette shifting for moving patterns (such as water waves), shading, and content variation.
Sonic Battle (GBA) Renderer Series - Rendering on the GBA (overview)
Contains an overview of the GBA's rendering capabilities, serving as context for later analysis of the Sonic Battle renderer.
Sonic Battle (GBA) Renderer Series - Intro
What makes the Sonic Battle renderer so special?
Sonic Battle (GBA) Renderer Series
Hardware-accelerated 3D rendering on the GBA
Wiresterizer
A wireframe software rasterizer.
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