- Full text PDF available (4)
- This year (0)
- Last 5 years (0)
- Last 10 years (0)
The hardest part of making a game has always been the engineering. In times past, game engineering was mainly about low-level optimization - writing code that would run quickly on the target computer, leveraging clever little tricks whenever possible.
In the course of developing a terrain renderer that processes geometry and textures at high levels of detail, we have found the need to extend existing terrain algorithms and develop new techniques. This paper is divided into two parts. The first part is a detailed disclosure of a subsystem we have developed for handling high levels of texture detail in a… (More)
The affine transform is a fundamental computer graphics tool. While there are many situations which require the linear combination of such transformations, most practioners find these operations troublesome due to the non-linear nature of rotations. Alexa  proposed a methodology for treating transforms as linear, and although this is a worthwhile… (More)
Target Audience Programmers of realtime 3D applications who intend to implement sophisticated collision detection schemes. Abstract Most modern 3D games require some form of collision detection. This paper presents some basic brute force methods of collision detection between polyhedra, successively refining the techniques until we are left with a system… (More)