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	<title>Real-Time Rendering &#187; Quake 2</title>
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	<link>http://www.realtimerendering.com/blog</link>
	<description>Tracking the latest developments in interactive rendering techniques</description>
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		<title>7 Things for April 22</title>
		<link>http://www.realtimerendering.com/blog/7-things-for-april-22/</link>
		<comments>http://www.realtimerendering.com/blog/7-things-for-april-22/#comments</comments>
		<pubDate>Fri, 23 Apr 2010 01:47:32 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Miscellaneous]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[GDC]]></category>
		<category><![CDATA[Quake 2]]></category>
		<category><![CDATA[stereoscopic]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1315</guid>
		<description><![CDATA[Quite the backlog, so let&#8217;s whip through some topics: GDC: ancient news, I know, but here is a rundown from Vincent Scheib and a summary of trends from Mark DeLoura. I like when people revisit various languages and see how fast they now are on newer hardware and more efficient implementations. Case in point: Quake 2 [...]]]></description>
			<content:encoded><![CDATA[<p>Quite the backlog, so let&#8217;s whip through some topics:</p>
<ul>
<li>GDC: ancient news, I know, but here is a rundown from <a href="http://beautifulpixels.blogspot.com/2010/03/gdc-2010-conference-report.html">Vincent Scheib</a> and a summary of trends from <a href="http://www.satori.org/2010/04/trendspotting-at-gdc-2010/">Mark DeLoura</a>.</li>
<li>I like when people revisit various languages and see how fast they now are on newer hardware and more efficient implementations. Case in point: <a href="http://ajaxian.com/archives/gwt-quake">Quake 2 runs in a browser</a> using javascript and <a href="http://en.wikipedia.org/wiki/WebGL">WebGL</a>.</li>
<li>Morgan McGuire pointed out <a href="http://www.eurogamer.net/articles/digitalfoundry-making-of-ps3-3d-article">this worthwhile article</a> on stereoscopic graphics programming. Quick bits: frame tearing is very noticeable since it is visible to only one eye, vsync is important which may force lower-res rendering, making antialiasing all that much more important. UI elements on top look terribly 2D, and aim-point UI elements need to be given 3D depths. For their game MotorStorm, going 3D meant a lot more people liked using the first-person view, and this view with stereo helped perception of depth, obstacles, etc. There are also some intriguing ideas about using a single 2D image and reprojection using the depth buffer to get the second image (it mostly works&#8230;).</li>
<li>I happened to notice ShaderX 7 is <a href="http://www.amazon.com/ShaderX7-Rendering-Techniques-Wolfgang-Engel/dp/1584505982?tag=realtimerenderin">now available on the Kindle</a>. Looking further, <a href="http://www.amazon.com/dp/0123814723?tag=realtimerenderin">quite</a> <a href="http://www.amazon.com/iPhone-Game-Development-Developing-Objective-C/dp/0596159854?tag=realtimerenderin">a</a> <a href="http://www.amazon.com/Fundamentals-Computer-Graphics-Peter-Shirley/dp/1568814690?tag=realtimerenderin">few</a> <a href="http://www.amazon.com/Game-Engine-Architecture-Jason-Gregory/dp/1568814135?tag=realtimerenderin">other</a> <a href="http://www.amazon.com/OpenGL-Programming-Guide-Official-Learning/dp/0321552628?tag=realtimerenderin">recent</a> <a href="http://www.amazon.com/OpenGL-Shading-Language-Randi-Rost/dp/0321637631?tag=realtimerenderin">graphics</a> <a href="http://www.amazon.com/Real-Time-Cameras-Kaufmann-Interactive-Technology/dp/0123116341?tag=realtimerenderin">books</a> <a href="http://www.amazon.com/Game-Coding-Complete-Third-McShaffry/dp/1584506806?tag=realtimerenderin">are</a>. What&#8217;s odd is the differential in prices varies considerably: a Kindle ShaderX 7 is only $3.78 cheaper, while <a href="http://www.amazon.com/Fundamentals-Computer-Graphics-Peter-Shirley/dp/1568814690?tag=realtimerenderin">Fundamentals of Computer Graphics</a> is $20 less.</li>
<li>Speaking of ShaderX, its successor GPU Pro is not out yet, but Wolfgang <a href="http://gpupro.blogspot.com/">started a blog about it</a> (really, just the Table of Contents), in addition to <a href="http://www.wolfgang-engel.info/blogs/">his other blog</a>. The real news: you can use <a href="http://www.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1568814720?tag=realtimerenderin">Amazon&#8217;s Look Inside feature</a> to view the contents of the book right now!</li>
<li>Here are <a href="http://www.geeks3d.com/20100418/game-engine-multi-threading-programming-resources/">way too many multithreading resources</a>.</li>
<li>In case you somehow missed it, you must see <a href="http://www.boingboing.net/2010/04/08/pixels-by-patrick-je.html">Pixels</a>.</li>
</ul>
]]></content:encoded>
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		<item>
		<title>This and That</title>
		<link>http://www.realtimerendering.com/blog/this-and-that/</link>
		<comments>http://www.realtimerendering.com/blog/this-and-that/#comments</comments>
		<pubDate>Fri, 21 Nov 2008 03:52:37 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[ambient occlusion]]></category>
		<category><![CDATA[blur]]></category>
		<category><![CDATA[clouds]]></category>
		<category><![CDATA[demo scene]]></category>
		<category><![CDATA[DirectX]]></category>
		<category><![CDATA[future]]></category>
		<category><![CDATA[glow]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[optimization]]></category>
		<category><![CDATA[particle systems]]></category>
		<category><![CDATA[Quake 2]]></category>
		<category><![CDATA[shadows]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=61</guid>
		<description><![CDATA[I&#8217;ll someday run out of titles for these occasional summaries of new(ish) resources, but in the meantime, this one&#8217;s &#8220;This and That&#8221;. Christer Ericson&#8217;s article on dealing with grouping and sorting objects for rendering is excellent. It mostly depends on input latency, but has concepts that can be applied in immediate mode. An element that continues to [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ll someday run out of titles for these occasional summaries of new(ish) resources, but in the meantime, this one&#8217;s &#8220;This and That&#8221;.</p>
<p><a href="http://realtimecollisiondetection.net/blog/?p=86">Christer Ericson&#8217;s article</a> on dealing with grouping and sorting objects for rendering is excellent. It mostly depends on input latency, but has concepts that can be applied in immediate mode.</p>
<p>An element that continues to renew the field of computer graphics is that the rules change. <a href="http://jdolan.dyndns.org/quake2world/?q=node/69">This article</a> is about taking Quake 2 (from 1997) and moving it to a modern GPU.</p>
<p>If you haven&#8217;t seen it yet, Farbrausch&#8217;s demo &#8220;<a href="http://www.pouet.net/prodlist.php?type[]=demo&amp;order=views">debris</a>&#8221; is truly impressive. It&#8217;s only 183,462 bytes, and is absolutely packed with procedural content. <a href="http://www.scene.org/file.php?file=/parties/2007/breakpoint07/demo/fr-041_debris.zip&amp;fileinfo">Download here</a> (last link works). Or be lazy and <a href="http://www.youtube.com/watch?v=L6GfaT4MjEQ">watch on YouTube</a>.</p>
<p>NVIDIA&#8217;s pulled together its resources for shadow generation and ambient occlusion all onto <a href="http://developer.nvidia.com/object/doc_shadows.html">one handy page</a> (plus ray tracing &#8211; just <a href="http://developer.nvidia.com/object/nvision08-IRT.html">one entry</a> so far, but it&#8217;s a good one).</p>
<p>How to deal with various rendering paradigms on multiple platforms? <a href="http://graphics.stanford.edu/papers/gramps-tog/">GRAMPS</a> looks intriguing.</p>
<p>Gamasutra put a useful <em>Game Developer</em> article online, all about <a href="http://www.gamasutra.com/view/feature/3832/engines_of_creation_an_overview_.php">commercial middleware game engines currently available</a>.</p>
<p>OpenGL will always exist, since Macs and Linux need it. It&#8217;s easier to use in college courses because of its clarity and readability. But otherwise the pendulum&#8217;s swung far towards DirectX. Phil Taylor <a href="http://www.futuregpu.org/2008/10/evangelism-is-hard.html">comments on and gives some historical context to the controversy</a> around the latest release, OpenGL 3.0.</p>
<p>A nice trend for OpenGL is that people continue to write useful bits, such as <a href="http://elf-stone.com/glee.php">GLee</a>, which manages extensions.</p>
<p>New info on older effects: <a href="http://focusedgames.com/2008/11/03/blur-and-glow/">blur and glow</a>, <a href="http://xna-uk.net/blogs/randomchaos/archive/2008/10/02/volumetric-clouds-source.aspx">volumetric clouds</a>, and <a href="http://johnnygizmo.blogspot.com/2008/11/xna-series-simple-particle-system.html">particle systems</a>.</p>
<p><a href="http://meshula.net/wordpress/?p=217">The glorious teapot</a>. I like &#8220;a wireframe view&#8221;. Yes, the real thing is taller than the synthetic model, as the model makers were <a href="http://design.osu.edu/carlson/history/lesson20.html#melitta">compensating for non-square pixels</a>.</p>
<p>&#8220;What&#8217;s the future hold?&#8221; is always a fun topic, one we&#8217;ve used each edition to end our book. I liked <a href="http://www.slideshare.net/nextbigfuture/technology-developments-for-high-impact-future-technology-presentation?type=powerpoint">this presentation</a> on SlideShare for its sheer &#8220;here are a hundred things that hurtle us towards the Singularity&#8221; feel, though I don&#8217;t buy it for a minute. <a href="http://www.slideshare.net/">SlideShare</a>, where it is hosted, is a pleasant medium-attention-span kind of place, with all sorts of random and fun slidesets.</p>
<p>Finally, I am pleased to find that <a href="http://www.littlebigworkshop.com/en-us/">LittleBIGPlanet</a> is just as gorgeous as it looked like it would be. I&#8217;ve played myself for only a bit, but walking by when my kids are playing I find I have to stop and stare.</p>
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