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Recent 10 Tutorials
Direct3D 10: Beginning Direct3D 10
General: Joystick
General: How to code like professionals? Part 3: Pluggable Factory
General: How to code like professionals? Part 2: Abstract Factory
General: How to code like professionals? Part 1. Singleton
OpenGL: Viewing And Transformations
OpenGL: Turn the lights on!
OpenGL: OpenGL Primitives
OpenGL: Beginning OpenGL
Direct3D: Loading DirectX Meshes
AnaEngine
New version of AnaEngine is released and it's available for download in the Code Section. Some features including support for Vertex/Pixel Shaders and file packing is added to the engine. This release also contains a ping-pong game with full source code.
Posted on : 10 Jan 2008
My blog on RSS!
My blog is now available through RSS, subscribe to my blog and stay up to date! : http://www.gameprogrammer.org/blog.rss.php
Posted on : 12 May 2007
My blog launched!
Finally I started my blog on GameProgrammer.org! I hope you can find something useful there, and make sure you leave me a comment!
Posted on : 21 Apr 2007
How to code like professionals? Part 3
Here is the third article of the series and It's about Pluggable Factory pattern. Pluggable Factory is like Abstract Factory but It register new factories at runtime.
Posted on : 06 Sep 2006
New Tutorial: How to code like professionals? Part 2
Now here is the second article of the series. In this article I explained the "Abstract Factory" Design Pattern.
Posted on : 04 Sep 2006
New Tutorial: How to code like professionals?
I started a series of new tutorials about using "Design Patterns" in C++. I'm sure you will enjoy it, The first part is about "Singleton" and you can read it here.
Posted on : 31 Aug 2006
GameProgrammer.org Forums Reloaded!
We missed forums a lot! now It's back again but I'm sorry! I couldn't save the old database because it was full of spam posts! It will take a long time for users to rejoin the forums but I promise this is the last time! well at least until next year!
Posted on : 25 Aug 2006
Force microsoft to support OpenGL!!
Microsoft's first technical beta of Vista layers OpenGL over Direct3D in order to use OpenGL with a composited desktop to obtain the Aeroglass experience. If an an application runs using a high-performance OpenGL ICD - the desktop compositor will switch off - significantly degrading the user experience. Write to your preferred software developer, hardware developer and video card manufacturer and tell them to make sure Microsoft solves this problem before release and fully supports OpenGL ICDs within Aero. Hardware and software vendors listen to developers. Discuss...
Posted on : 15 Jan 2006
Quest of Persia released!
Finally Quest of Persia : The End of Innocence released. Quest of Persia is a Game series about the historic stories of the land of Persia. It’s the adventure of Arashk, and Leyla who try to explore the secret of Ancient Persian Sites. In the process they get involved in different historic events.
Posted on : 28 Sep 2005
Playstation III and OpenGL
According to a report on EETimes, it’s claimed that Sony Computer Entertainment (SCE) have become one of nine members of the Khronos Group consortium (focused on the creation of open standard, royalty-free APIs to enable the authoring and playback of dynamic media on a wide variety of platforms and devices) with the intention of using the standardised API throughout its future products. To date Sony has used proprietary APIs that have changed with each generation; however a standard API would seem to make sense, considering that the CELL processor is likely to feature across a wide selection of products and future Playstation models. The move would also likely please developers who’ve found developing on the highly specialised PlayStation 2 very difficult to say the least; whilst many have labelled it as a reactive decision to Microsoft’s plans to create XNA – a unified graphics development environment that allows developers to easily create games for the PC and Xbox products. Naturally this is speculation at this stage, with no official announcement yet to come from Sony; however this is certainly an interesting development in the next-gen conflict.
Posted on : 17 Aug 2005
Playstation 3
PLAYSTATION 3 (PS3) computer entertainment system combines state-of-the-art technologies featuring Cell, a processor jointly developed by IBM, Sony Group and Toshiba Corporation, graphics processor (RSX) co-developed by NVIDIA Corporation and SCEI, and XDR memory developed by Rambus Inc. It also adopts BD-ROM (Blu-ray Disc ROM) with maximum storage capacity of 54 GB (dual layer), enabling delivery of entertainment content in full high-definition (HD) quality, under a secure environment made possiblethrough the most advanced copyright protection technology. To match the accelerating convergence of digital consumer electronics and computer technology, PS3 supports high quality display in resolution of 1080p(*) as standard, which is far superior to 720p/1080i. More...
Posted on : 17 May 2005
NVidia Dawn Demo on ATI cards!
A group of MIT engineering students have created an OpenGL wrapper that allows ATI cards to run NVIDIA's most famous tech demo with some pretty impressive results! More...
Posted on : 16 May 2005
Epic Games purchases Reality Engine and hires its Chief Architect
RALEIGH, May 12th, 2005 Epic Games, one of the world's leading developers of cutting-edge computer and video games and the pioneer of the award-winning Unreal Engine, today announced that it has completed the purchase of the Reality Engine from Artificial Studios and hired its founder, and lead engine programmer, Tim Johnson. Tim will join the Unreal Engine 3 development team effective immediately and be part of Epic's presence at the Electronic Entertainment Expo in Los Angeles, California next week. More...
Posted on : 13 May 2005
Game Programming Gems 5
With every new volume, the Game Programming Gems series continues to provide a road map through the vast array of development challenges facing today‚s game programmers. With the wisdom of many industry experts, Gems 5 includes 62 newly unearthed gems that were polished up for your reading pleasure. These gems are filled with practical insights and techniques that will solve your current problems and help inspire future games. You and your team need to develop for today‚s platforms, while preparing for the new technology looming on the horizon and with the tools provided here, you can! So dig into this new collection and put it to work. More...
Posted on : 02 Mar 2005
New OpenGL Tutorials
New OpenGL tutorials are now available. If you want to start using OpenGL, take a look at tutorials page. You only need to be familiar with C++ to start using these tutorials.
Posted on : 10 Sep 2004
ATI's Radeon X800 texture filtering
Recent revelations about the trilinear filtering techniques ATI has used in its more recent graphics chips, including the X800 series, have been something of a shock. The shock comes because ATI has consistently touted its own texture filtering techniques as superior to the competition's, talking down the so-called "brilinear" filtering algorithm used by NVIDIA and encouraging use of tools for IQ analysis that don't show the effects of ATI's method. Read More
Posted on : 25 May 2004
High Definition Gaming with ATI RADEONâ„¢ X800
ATI says that "The RADEON™ X800 graphics technology is the world’s fastest and most powerful VPU*, setting a new standard in graphics performance and visual realism. With up to 16 pipelines, higher clock speeds and breakthrough image enhancement technology, RADEON™ X800 Graphics Technology ushers in a whole new gaming category called High-Definition Gaming." ATI Radeon X800 XT specifications:

* 16 pixel piplines
* 6 vertex units
* 520 Mhz Clock Speed
* 1.12 Ghz Memory Speed
* 256 MB GDDR3 RAM
* 256-bit Memory Interface

More details at Neoseeker
Posted on : 08 May 2004
The way it's meant to be played!
NVidia believes that "GeForce 6 Series of GPUs delivers extraordinary new technologies that streamline the creation of stunning effects in games and other 3D real-time applications." The GeForce 6800 Ultra consists of the following features and specifications:

* 0.13 Micron Process Technology
* 256-Bit Graphics Processing Unit
* 256-Bit Memory Interface w/GDDR3 Memory
* Memory Bandwidth of 35.2GB per Second
* Fill Rate of 6.4 Billion Texels per Second
* Vertex Processing at 600 Million Vertices per Second
* Superscalar 16-Pipe Architecture
* Shader Model 3.0
* UltraShadow II Technology
* Intellisample 3.0 Technology
* DirectX 9.0 and OpenGL 1.5 Support

More details are available at NVNews.
Posted on : 08 May 2004
OpenGL 3D Desktop
The SphereXP is a 3D desktop replacement for Microsoft Windows XP. Taking the known concept of three-dimensional desktops to its own level. It offers a new way to organize objects on the desktop such as icons and applications. For more information visit SphereXP website.
Posted on : 03 May 2004
Features of the OpenGL Shading Language
John Kessenich in a white paper presents the language features of the OpenGL Shading Language. This paper starts with a simple example of a working pair of vertex and fragment shaders to show their basic structure and interfaces and then each aspect of the language is discussed in turn. Download PDF
Posted on : 01 May 2004
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