• The Thread of Knowledge
    43 replies, posted
An OpenGL 3.2 sheet, just in case someone needs it: [url]http://www.khronos.org/files/opengl-quick-reference-card.pdf[/url] :D
you always need more maths. [media] [img_thumb]http://anyhub.net/file/1ptb-1286932146889.jpg[/img_thumb][img_thumb]http://anyhub.net/file/1pta-1286932081894.jpg[/img_thumb][img_thumb]http://anyhub.net/file/1pt9-1286932044454.jpg[/img_thumb][img_thumb]http://anyhub.net/file/1pt8-1286932000339.jpg[/img_thumb][img_thumb]http://anyhub.net/file/1pt7-1286931947353.jpg[/img_thumb][img_thumb]http://anyhub.net/file/1pt6-1286931875108.jpg[/img_thumb][img_thumb]http://anyhub.net/file/1pt5-1286931817682.jpg[/img_thumb][img_thumb]http://anyhub.net/file/1pt4-1286931767120.jpg[/img_thumb][img_thumb]http://anyhub.net/file/1pt3-1286931681781.jpg[/img_thumb][img_thumb]http://anyhub.net/file/1pt2-1286931586993.jpg[/img_thumb][img_thumb]http://anyhub.net/file/1pt1-1286931542056.jpg[/img_thumb][img_thumb]http://anyhub.net/file/1pt0-1286931498709.jpg[/img_thumb][img_thumb]http://anyhub.net/file/1ps--1286931287382.jpg[/img_thumb][img_thumb]http://anyhub.net/file/1ps_-1286931181014.jpg[/img_thumb][img_thumb]http://anyhub.net/file/1psZ-1286931126692.jpg[/img_thumb][img_thumb]http://anyhub.net/file/1psY-1286931056660.jpg[/img_thumb][/media] No really ordered, sorry
MIT publishes all their course material online, for free. Computer sciences: [url]http://ocw.mit.edu/courses/#electrical-engineering-and-computer-science[/url]
[url="http://www.objectmentor.com/resources/articles/CoffeeMaker.pdf"]Coffee and Heuristics: How a lot of people get Object Oriented Programming wrong, and how to do it right.[/url] (PDF)
[QUOTE=Darwin226;27287293]An OpenGL 3.2 sheet, just in case someone needs it: [url]http://www.khronos.org/files/opengl-quick-reference-card.pdf[/url] :D[/QUOTE] Is there a print-friendly version of that?
Back from the dead! GPU Gems: Coolstuff about modern graphics techniques, like ambiant occlusion and all [url]http://http.developer.nvidia.com/GPUGems/gpugems_part01.html[/url] Hexagonal Grid Math: (Coordinates) [url]http://gdreflections.com/2011/02/hexagonal-grid-math.html[/url] Sin & Cos: The Programmer's pals [url]http://www.helixsoft.nl/articles/circle/sincos.htm[/url]
I love this thread.
[QUOTE=PiXeN;28076542]Back from the dead! [B]GPU Gems: Coolstuff about modern graphics techniques, like ambiant occlusion and all [url]http://http.developer.nvidia.com/GPUGems/gpugems_part01.html[/url][/B] Hexagonal Grid Math: (Coordinates) [url]http://gdreflections.com/2011/02/hexagonal-grid-math.html[/url] Sin & Cos: The Programmer's pals [url]http://www.helixsoft.nl/articles/circle/sincos.htm[/url][/QUOTE] Oh god. That's a good one.
C++ How to Program by Deitel is great for absolute beginners and serves as an excellent reference guide too for advanced programmers. Includes a product key that gives you online chapters worth about twice the content in the book. Noteably one of the sections is on OGRE game programming. [url]http://www.amazon.com/How-Program-7th-Paul-Deitel/dp/0136117260/ref=sr_1_1?s=books&ie=UTF8&qid=1297814303&sr=1-1[/url]
Linear algebra for game developers [url=http://blog.wolfire.com/2009/07/linear-algebra-for-game-developers-part-1/]Part 1[/url] - [url=http://blog.wolfire.com/2009/07/linear-algebra-for-game-developers-part-2/]Part 2[/url] - [url=http://blog.wolfire.com/2010/07/Linear-algebra-for-game-developers-part-3/]Part 3[/url] - [url=http://blog.wolfire.com/2010/07/Linear-algebra-for-game-developers-part-4/]Part 4[/url] Tile based games guide [url]http://www.tonypa.pri.ee/tbw/start.html[/url] Design Patterns book [url]http://www.headfirstlabs.com/books/hfdp/[/url] Game programming patterns [url]http://gameprogrammingpatterns.com/index.html[/url]
[QUOTE=Frugle;28083567]Linear algebra for game developers [url=http://blog.wolfire.com/2009/07/linear-algebra-for-game-developers-part-1/]Part 1[/url] - [url=http://blog.wolfire.com/2009/07/linear-algebra-for-game-developers-part-2/]Part 2[/url] - [url=http://blog.wolfire.com/2010/07/Linear-algebra-for-game-developers-part-3/]Part 3[/url] - [url=http://blog.wolfire.com/2010/07/Linear-algebra-for-game-developers-part-4/]Part 4[/url][/QUOTE] This is gold! Taught me a lot.
[QUOTE=Z_guy;28085134]This is gold! Taught me a lot.[/QUOTE] [quote]This is easy in 2D: to rotate 90 degrees clockwise, just flip the two vector components, and then switch the sign of the second component. (a,b) becomes (b,-a).[/quote] The more you know. Here's another goldmine from those articles... [quote]Fun fact: the basic expression for lighting in games is just N•L, where N is the surface normal, and L is the normalized light direction. This is what makes surfaces bright when they face towards the light, and dark when they don't.[/quote]
[URL="<a href="http://www.amazon.com/Accelerated-C-Practical-Programming-Example/dp/020170353X">Link text</a> "]Accelerated C++[/URL] [URL="<a href="http://www.amazon.com/Effective-Specific-Addison-Wesley-Professional-Computing/dp/0201924889">Link text</a> "]Effective C++[/URL]
[QUOTE=klukk;28087675][URL="<a href="http://www.amazon.com/Accelerated-C-Practical-Programming-Example/dp/020170353X">Link text</a> "]Accelerated C++[/URL] [URL="<a href="http://www.amazon.com/Effective-Specific-Addison-Wesley-Professional-Computing/dp/0201924889">Link text</a> "]Effective C++[/URL][/QUOTE] Two excellent books.
Sorry, you need to Log In to post a reply to this thread.