Resources
- General resources
- 3D rendering fundamentals (PlanetChilli) (BEST)
- Scratchapixel V4
- Frustum culling
- GPU vertice and LOD handling
- Lerp (linear and) general interpolation
- How different games render their scenes
- Splines and spline interpolation (curves, bezier)
- Quaternions explained
- Proper usage of deltaTime
- FlipCode HSSR code reference
- Soft bodies, normal maps and ambient occlusion maps explained
- Catlikecoding unity guides/tutorials
- 3 month raytracer devlog
- Vulkan for beginners
- Teardown (game) rendering breakdown
- Teardown (game) rendering breakdown 2
- GPU graphics programming for games
- "Pixel art" camera
- Color spaces visualized in minecraft
- Rendering methods
- Linear algebra
- Rasterization
- General triangle rasterization explanation (without translucency problems)
- Affine texture mapping with Barycentric coordinates
- Good general rendering overview (deferred rendering explained)
- Sub-pixel raster accuracy (WWH1)
- Sub-texel raster accuracy (WWH2)
- Triangle texture mipmapping
- OpenGL color blending
- Coding Adventure: Compute Shaders
- General math
- Procedual generation
- 3D model manipulation
- Algorithms