Useful and cool website for Game developer
Glossary_of_computer_graphics https://en.wikipedia.org/wiki/Glossary_of_computer_graphics#baking
- T-Junctions Problem https://computergraphics.stackexchange.com/questions/1461/why-do-t-junctions-in-meshes-result-in-cracks
- http://blog.johnnovak.net/2016/09/21/what-every-coder-should-know-about-gamma/
- http://poynton.ca/GammaFAQ.html
- http://renderwonk.com/blog/index.php/archive/adventures-with-gamma-correct-rendering/
- https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch24.html NVIDIA The importance of being Linear
Determine how tow layers are blended into each other. https://en.wikipedia.org/wiki/Blend_modes#Multiply
Cool Source PhotoShop Math
https://github.com/jamieowen/glsl-blend GLSL - BLEND
photo Shop Math https://mouaif.wordpress.com/2009/01/05/photoshop-math-with-glsl-shaders/
- Normal Blend Mode
- Dissolve
- Multiply and Screen
- Multiply
- screen
- Hard Light
- Soft Light
- Dodge and burn
- Simple arithmetic blend modes
- Divide
- Addition
- Subtract
- Difference
- Darken Only
- Lighten Only
- Boolean arithmetic blend modes
https://en.wikipedia.org/wiki/Lightmap
- Quake's Lighting Mode(Light Map)https://www.bluesnews.com/abrash/chap68.shtml
- http://www.flipcode.com/archives/Light_Mapping_Theory_and_Implementation.shtml Light mapping and implementation
- OPENGL dynamic light maps https://joshb.github.io/articles/dynamic_lightmaps_in_opengl/
- http://http.download.nvidia.com/developer/NVTextureSuite/Atlas_Tools/Texture_Atlas_Whitepaper.pdf Improve Batching Using Texture Atlases
Why we use Texture Atlases in CG development
- http://http.download.nvidia.com/developer/NVTextureSuite/Atlas_Tools/Texture_Atlas_Whitepaper.pdf Improve Batching Using Texture Atlases
- https://www.codeandweb.com/what-is-a-sprite-sheet You should know about the SPRITE SHEET
- https://sketchfab.com/ For Game art looking up.
- http://www.alembic.io/ Alembic baked geometric results to render engine.
- https://www.marvelousdesigner.com/ MarvelousDesigner for quick cloth design and cloth simulation.
- https://www.knaldtech.com/knald/ Knald for Generating incredibly high quality textures.
- https://www.allegorithmic.com/products/substance-painter substance-painter easy and powerful for creating high quality textures.
- Simple Math Example for Game https://www.youtube.com/watch?v=Fy0aCDmgnxg
- Juicy - break out github https://github.com/grapefrukt/juicy-breakout about math cool opensource project
- Math for Game Programmers https://www.youtube.com/watch?v=o1n02xKP138&list=PLDATPsNGLQo4N_LEcGpU4U499S-CZ0NJ4
- The art of shake https://www.youtube.com/watch?v=AJdEqssNZ-U
- https://easings.net/ Easing Functions Cheat Sheet
- https://matthewlein.com/tools/ceaser CSS Transitions and Animation
- https://www.youtube.com/watch?v=kjBOesZCoqc Linear algebra in depth[Essence of Linear Algebra]
- https://www.khanacademy.org/math/linear-algebra/matrix_transformations
- http://www.songho.ca/opengl/gl_projectionmatrix.html OpenGL Projection Matrix
- http://www.songho.ca/opengl/gl_transform.html#projection Rendering Projection
- https://en.wikipedia.org/wiki/Inverse_kinematics What is IK
- https://www.youtube.com/watch?v=UNoX65PRehA FABRIK (Inverse kinematics)
- http://andreasaristidou.com/FABRIK.html FABRIK
- Unity3d http://www.unity3d.com/
- Unreal https://www.unrealengine.com/
- https://github.com/turanszkij/WickedEngine WICKED ENGINE
- https://github.com/orangeduck/Corange OPENSOURCE PURE C RENDER ENGINE
- https://docs.panda3d.org/1.10/cpp/index Python And C++ Game Engine Panda3d
- https://joshb.github.io/articles/getting_started_with_glsl/
- https://www.amazon.com/OpenGL-4-0-Shading-Language-Cookbook/dp/1849514763
- https://github.com/lettier/3d-game-shaders-for-beginners Shader for Beginers
- https://acegikmo.com/shaderforge/nodes/ Some basic node about shader like useful math operations
- Unity3d's serialization and asset https://unity3d.com/cn/learn/tutorials/temas/best-practices/assets-objects-and-serialization
- Unity3d's asset bundle and asset https://unity3d.com/cn/learn/tutorials/topics/best-practices/guide-assetbundles-and-resources
- Unity3d's assetbundle load/unload management https://unity3d.com/cn/learn/tutorials/temas/best-practices/assetbundle-usage-patterns#Managing_Loaded_Assets
- https://docs.unity3d.com/Manual/LinearRendering-LinearOrGammaWorkflow.html Unity Linear or gamma Game Work flow
- https://blog.unity.com/technology/optimize-your-mobile-game-performance-tips-on-profiling-memory-and-code-architecture Unity3d's official Optimize eBook
- https://github.com/snozbot/fungus Easy way to create interative story game
- https://github.com/SlightlyMad/VolumetricLights VolumetricLights
- https://github.com/raphael-ernaelsten/Aura VolumetricLights
- https://github.com/Unity-Technologies/guid-based-reference GUI-based-reference
- https://github.com/Nition/UnityOctree
- https://github.com/Pixelstudio/Skydome Sky and cloud
- http://ogldev.atspace.co.uk/index.html modern opengl tutorials.
- https://learnopengl.com/#!Introduction Very useful OPENGL contents.
- https://www.scratchapixel.com/index.php Scratch Pixel for OPENGL tutorials.
- https://developer.apple.com/opengl/ Apple's OPENGL Doc.
- http://www.realtimerendering.com/ Most Powerful realtime rendering website.
- https://home.otoy.com/render/octane-render/ OctaneRender is the world’s first and fastest GPU-accelerated, unbiased, physically correct renderer( Octane Render for Unity3d is on)
- https://engineering.riotgames.com/news/trip-down-lol-graphics-pipeline A trip down the LOL graphics pipeline
- https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/ A trip through the graphics pipeline 2011.
- http://openglinsights.com/pipeline.html OPENGL PIPELINE MAP
- https://msdn.microsoft.com/en-us/library/windows/desktop/ff476882(v=vs.85).aspx DX11 PIPELINE
- GPU Gems 1 https://developer.nvidia.com/gpugems/GPUGems/gpugems_pref01.html
- GPU Gems 2 https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_inside_front_cover.html
- GPU Gems 3 https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_pref01.html
- The CG tutorial http://developer.download.nvidia.com/CgTutorial/cg_tutorial_chapter01.html
Why use fixed timestep and what is a timestep
- https://gamedev.stackexchange.com/questions/1589/when-should-i-use-a-fixed-or-variable-time-step
- https://gafferongames.com/post/fix_your_timestep/ Fix your timestep
- http://www.koonsolo.com/news/dewitters-gameloop/ Game loop
- https://www.gamedev.net/forums/topic/673798-what-is-a-timestep/ What is a time step
- https://assetstore.unity.com/packages/tools/particles-effects/fastnoise-70706
- https://github.com/jesta88/Turbulence-Library
- https://github.com/BrianSharpe
- https://github.com/mattdesl/graphics-resources a list of graphic programming resources
- http://spaceengine.org/download/spaceengine Space Engine.
- Ogre Scene Management
- BSP
- OCCTree
- http://www.openscenegraph.org/ OPENSCENEGRAPH
- Phong
- Blinn-Phong
- https://www.jordanstevenstechart.com/lighting-models
- https://janhalozan.com/2017/08/12/phong-shader/
- http://www.decarpentier.nl/scape
- https://kosmonautblog.wordpress.com/2017/06/04/terrain-rendering-overview-and-tricks/
- https://pdfs.semanticscholar.org/4201/7f5b4970aced1b1b0a716893ce4ee4bb73f0.pdf
- https://www.gdcvault.com/play/1025480/Terrain-Rendering-in-Far-Cry
- https://www.youtube.com/watch?v=BM7Pz7CgTnc
- https://www.youtube.com/watch?v=ggLYTGLS1tk&t=135s
- https://www.youtube.com/watch?v=4Ghulpp6CPw&t=133s (Proland - Real-time planet rendering VIII: forests (video of Eurographics 2012 paper)
- https://www.youtube.com/watch?v=_koFXROUJVA
- https://www.youtube.com/watch?v=wbpMiKiSKm8 (Unity3d's terrain generator)
- https://google.github.io/filament/Filament.md.html#about [Google Mobile PBR Rendering System]