Difference between revisions of "Techlinks"
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* http://voxfeminae.planetquake.gamespy.com/tutorials/ sound creation tutorials (seems to be dead, author email : mailto:hellchick@planetquake.com) | * http://voxfeminae.planetquake.gamespy.com/tutorials/ sound creation tutorials (seems to be dead, author email : mailto:hellchick@planetquake.com) | ||
* http://mixxx.sourceforge.net/ musik | * http://mixxx.sourceforge.net/ musik | ||
+ | |||
+ | * http://forums.introversion.co.uk/defcon/introversion/viewtopic.php?p=37268 city generator | ||
=== searching content === | === searching content === | ||
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* http://www.opsound.org/ | * http://www.opsound.org/ | ||
* http://www.findsounds.com/ | * http://www.findsounds.com/ | ||
+ | * http://ati.amd.com/developer/shaderx/ShaderX_NPR.pdf (celshading and pencil/crayon-drawing shaders) | ||
=== gui systems for ogre === | === gui systems for ogre === | ||
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* [http://www.ogre3d.org/phpBB2/viewtopic.php?t=25853 BetaGUI 2] - betajaen's overlay-based GUI system now has a new theme system using CSS styles | * [http://www.ogre3d.org/phpBB2/viewtopic.php?t=25853 BetaGUI 2] - betajaen's overlay-based GUI system now has a new theme system using CSS styles | ||
* [http://www.ogre3d.org/phpBB2/viewtopic.php?t=30547&postdays=0&postorder=asc&start=0 QuickGUI] is another overlay-based GUI system that concentrates on simplicity | * [http://www.ogre3d.org/phpBB2/viewtopic.php?t=30547&postdays=0&postorder=asc&start=0 QuickGUI] is another overlay-based GUI system that concentrates on simplicity | ||
+ | * see also [[Ogre]] | ||
+ | |||
+ | === physics === | ||
+ | |||
+ | * bullet-phys-engine demo video : http://www.youtube.com/watch?v=InEmXyaX4Ew | ||
+ | |||
+ | === shaders === | ||
+ | * http://frustum.org/3d/ | ||
+ | * http://esprit.campus.luth.se/~humus/3D/ | ||
+ | * http://sfz.schattenkind.net/wiki/index.php/CellShadingNotes | ||
+ | * http://www.ogre3d.org/phpBB2/viewtopic.php?t=32906&start=0&postdays=0&postorder=asc&highlight= three kingdoms watershader showcase | ||
+ | * http://www.gamedev.net/reference/articles/article2138.asp watershader article | ||
+ | * http://www.gamedev.net/reference/list.asp?categoryid=83#203 lots of articles on shaders | ||
+ | * http://download.nvidia.com/developer/presentations/2004/6800_Leagues/6800_Leagues_SM3_Best_Practices.pdf nvidia geometry instancing : shader 3.0 | ||
+ | * http://www.cg.tuwien.ac.at/research/publications/2007/Habel_2007_IAG/ grass | ||
=== 3d and graphical techniques === | === 3d and graphical techniques === | ||
+ | * vimeo wanderers (solar system colonization, nomadic gene, short film) http://vimeo.com/108650530 | ||
+ | * spacescape skybox maker : http://www.ogre3d.org/forums/viewtopic.php?f=11&t=56125#p380926 | ||
+ | * http://moquette.hybird.org/trac | ||
+ | * http://www.fxpression.com/GalleryParticleUniverse.html ogre particle plugin | ||
+ | * http://www.ogre3d.org/phpBB2/viewtopic.php?t=30275&start=150&postdays=0&postorder=asc&highlight= building shader for interior mapping (rooms, walls ceiling without geometry) | ||
+ | * http://developer.valvesoftware.com/wiki/Displacements halflife displacements, like a more flexible heightfield | ||
+ | * http://www.duskengine.de/index.php?option=com_content&task=view&id=1&Itemid=21 ogre mesheditor v1.0 | ||
* [http://www.ogre3d.org/wiki/index.php/Wiki_Digest ogre wiki digest] | * [http://www.ogre3d.org/wiki/index.php/Wiki_Digest ogre wiki digest] | ||
*[http://www.theprodukkt.com/mobile Paper about procedual texture generation from the demoscene] | *[http://www.theprodukkt.com/mobile Paper about procedual texture generation from the demoscene] | ||
*[http://www.ogre3d.org/phpBB2/viewtopic.php?t=29107 normal-map-generation] | *[http://www.ogre3d.org/phpBB2/viewtopic.php?t=29107 normal-map-generation] | ||
*[http://www.ogre3d.org/phpBB2/viewtopic.php?t=28871 Alpha mapping + normal mapping material script] | *[http://www.ogre3d.org/phpBB2/viewtopic.php?t=28871 Alpha mapping + normal mapping material script] | ||
+ | * [http://irrlicht.sourceforge.net/features.html#Materials irrlicht material library] | ||
*[http://www.ogre3d.org/docs/manual/manual_17.html#SEC62 cubic texture for normal mapping] | *[http://www.ogre3d.org/docs/manual/manual_17.html#SEC62 cubic texture for normal mapping] | ||
*[http://www.ogre3d.org/docs/manual/manual_25.html#SEC119 normal mapping] | *[http://www.ogre3d.org/docs/manual/manual_25.html#SEC119 normal mapping] | ||
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*[http://www.ogre3d.org/phpBB2/viewtopic.php?t=12951&start=0 tile terrain] | *[http://www.ogre3d.org/phpBB2/viewtopic.php?t=12951&start=0 tile terrain] | ||
*[http://www.ogre3d.org/phpBB2/viewtopic.php?t=12952&start=0 tile terrain screenshots] | *[http://www.ogre3d.org/phpBB2/viewtopic.php?t=12952&start=0 tile terrain screenshots] | ||
+ | * http://www.forgottenworld.de/TBT/ ogre tiled terrain 2 | ||
*[http://www.ogre3d.org/phpBB2/viewtopic.php?t=25873 LiSPSM (light space perspective shadow maps) shadows] | *[http://www.ogre3d.org/phpBB2/viewtopic.php?t=25873 LiSPSM (light space perspective shadow maps) shadows] | ||
*[http://www.ogre3d.org/phpBB2/viewtopic.php?t=24961 Caelum : day and night cycles] | *[http://www.ogre3d.org/phpBB2/viewtopic.php?t=24961 Caelum : day and night cycles] | ||
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*[http://www.ogre3d.org/phpBB2/viewtopic.php?t=28798 fresnel shader (fog + normal mapping) : water] | *[http://www.ogre3d.org/phpBB2/viewtopic.php?t=28798 fresnel shader (fog + normal mapping) : water] | ||
*[http://www.ogre3d.org/phpBB2/viewtopic.php?t=31997 Portal Connected Zone Scene Manager] | *[http://www.ogre3d.org/phpBB2/viewtopic.php?t=31997 Portal Connected Zone Scene Manager] | ||
+ | * http://blenderartists.org/forum/showthread.php?t=103830 shield effect | ||
+ | * http://www.ogre3d.org/wiki/index.php/Light_mapping | ||
+ | * http://www.tar.hu/gamealgorithms/index.html core techniques and algorithms for games | ||
+ | * http://www.realtimerendering.com/ realtime rendering resources | ||
+ | * http://www.ogre3d.org/phpBB2/viewtopic.php?t=27394 fully destructible | ||
+ | * http://levelofdetail.wordpress.com/2007/04/15/hardware-accelerated-ambient-occlusion-techniques-on-gpus/ ambient occulsion shader for trees | ||
+ | ** http://download.nvidia.com/developer/SDK/Individual_Samples/DEMOS/OpenGL/src/dynamic_amb_occ/docs/214_gems2_ch14.pdf | ||
+ | * http://www.ogre3d.org/phpBB2/viewtopic.php?t=37072&highlight= Planetary Atmospheric Scattering | ||
+ | * http://www.ogre3d.org/phpBB2/viewtopic.php?t=36655 PagedGeometry : manages masses of objects (grass,trees), uses impostor | ||
+ | * http://www.gamedev.net/community/forums/topic.asp?topic_id=468418 triplanar mapping for texture | ||
+ | * [http://scr3.golem.de/?d=0712/naruto&a=56691&s=2 grass screenshot in xbox game] | ||
+ | * [http://www.stevestreeting.com/2008/05/27/fighting-nvidia-17516-mipmapping-issues/ ogre mipmapping problems opengl] | ||
+ | * http://apricot.blender.org/?p=192 blender realtime terrain texture editing (splatting,stencil?) | ||
+ | * http://www.ogre3d.org/phpBB2/viewtopic.php?t=42507 ogre terrain editor | ||
+ | * http://www.umbrasoftware.com/index.php?videoreel video showing occulsion culling | ||
+ | * http://developer.nvidia.com/object/doc_shadows.html Real-time Shadow Algorithms and Techniques | ||
+ | * http://www.youtube.com/watch?v=v2q5kuic6HA Locomotion System, walking animation system, step, stairs etc. runevision.com unity3d.com | ||
+ | * [http://www.facebook.com/video/video.php?v=670779714923 lugaru blood] | ||
+ | * [http://www.youtube.com/watch?v=wKLaMN9dnjQ Euphoria 3d Ragdoll Engine by Natural Motion] | ||
+ | * [http://www.zarria.net/nrmphoto/nrmphoto.html normalmap from photos] | ||
+ | * [http://alientrap.org/forum/viewtopic.php?p=16725#16725 alienarena normalmaps] | ||
+ | * [http://alientrap.org/forum/viewtopic.php?p=10935#10935 alienarena normalmaps2] | ||
+ | * [http://nifelheim.dyndns.org/~cocidius/normalmap/ GIMP normalmap plugin] | ||
+ | * http://wiki.freegamedev.net/index.php/Texturing_Links | ||
+ | * http://forum.freegamedev.net/index.php?t=msg&th=2126 vehicle phys discussion/list | ||
+ | * http://rigsofrods.com/ vehicle phys game (ogre + lua, but closed source) | ||
+ | * http://www.cs.auckland.ac.nz/~jvan006/multitex/multitex.html terrain with highres grayscale details separated from lowres colors | ||
+ | * http://www.ogre3d.org/forums/viewtopic.php?f=11&t=39254 ogre planet heightfield | ||
+ | * http://www.stevestreeting.com/2009/01/04/depth-shadow-mapping-dx9-depth-range-gotchas/ depth shadow mapping | ||
+ | * http://www.youtube.com/watch?v=hOvq3-oG5BM sumo realtime walk physics (Sumotori Dreams) | ||
+ | * http://vegastrike.sourceforge.net/forums/viewtopic.php?p=103561#p103561 (self-reflection fake shader) | ||
+ | * http://www.geeks3d.com/?p=3672 nvidia directx11 ocean water shader | ||
+ | * http://www.ogre3d.org/forums/viewtopic.php?f=11&t=49849 elite-like planet | ||
+ | * [http://www.xmission.com/~legalize/book/preview/poster/pipeline-9.0.png renderpipeline, directx, but interesting] | ||
+ | * http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=263350&reply_id=3198944 | ||
+ | * http://diaryofagraphicsprogrammer.blogspot.com/2009/08/siggraph-2009-impressions-inferred.html 2009 : new light tech : Inferred Lighting | ||
+ | * http://www.brighthub.com/hubfolio/matthew-casperson/articles/52773.aspx ogre3d im browser | ||
+ | * http://www.ogre3d.org/forums/viewtopic.php?f=11&t=53571&view=unread#unread space scenes (infos on where to get free nasa images without copyright problems, cylinder maps of planets..) | ||
+ | * gpu gems : read online on nvidia page : | ||
+ | ** http://developer.nvidia.com/object/gpu_gems_home.html | ||
+ | ** http://developer.nvidia.com/object/gpu_gems_2_home.html | ||
+ | ** http://developer.nvidia.com/object/gpu-gems-3.html | ||
+ | * http://bitsquid.blogspot.com/2010/03/task-management-practical-example.html multicore/multithreading render/anim/sound bitsquid engine | ||
+ | * http://www.antisphere.com/Research/VolumetricBillboards.php several research papers like : volumentric billboards, garment(clothes) modelling with wrinkels, tilepacking | ||
+ | * http://forum.freegamedev.net/viewtopic.php?f=22&t=3176 proland , seemless planetary? procedural 3d terrain stuff http://proland.inrialpes.fr/index.html | ||
+ | * http://www.ogre3d.org/tikiwiki/tiki-index.php?page=VolumeComponent terrain like structures including overhang | ||
=== interesting links === | === interesting links === | ||
+ | * http://codeflow.org/entries/2010/sep/01/hard-constraints-easy-solutions/ bridgebuilder physics | ||
+ | * http://libnoise.sourceforge.net/tutorials/tutorial8.html random terrain generation | ||
*[http://article.gmane.org/gmane.comp.lang.lua.general/16590 Explicitly triggering the Garbage Collector] | *[http://article.gmane.org/gmane.comp.lang.lua.general/16590 Explicitly triggering the Garbage Collector] | ||
*[http://lua-users.org/wiki/LuaPowerPatches Bitwise Operations and other LUA patches] | *[http://lua-users.org/wiki/LuaPowerPatches Bitwise Operations and other LUA patches] | ||
Line 119: | Line 194: | ||
*[http://www.speex.org/downloads/ voice system] | *[http://www.speex.org/downloads/ voice system] | ||
* http://vegastrike.sourceforge.net/wiki/HowTos | * http://vegastrike.sourceforge.net/wiki/HowTos | ||
+ | * http://simul.co.uk/cloudwright panorama sky, volumetric clouds | ||
+ | * http://www.opengameforge.org/components/com_mambowiki/index.php/Real-Time_Procedural_Universe procedural | ||
+ | * http://www.opengameforge.org/components/com_mambowiki/index.php/Resources city, terrain | ||
+ | * https://sourceforge.net/projects/ogremp boost replacement for threading, meant for ogre | ||
+ | * http://www.drizzle.com/~scottb/gdc/continuous-world.htm continuous-world | ||
+ | * http://www.wowwiki.com/Widget_API wow api for scripting gui stuff | ||
+ | * http://www.incrysis.com/index.php?option=com_content&task=view&id=768 crysis2/CryENGINE2 screenshots | ||
+ | * http://www.geeks3d.com/?p=3781 Large Scale Flocking and Obstacle Avoidance Simulation Using CUDA | ||
+ | * http://www.geeks3d.com/?p=3772 ATI and NVIDIA GDC 2009 Presentations Available! | ||
+ | * http://www.youtube.com/watch?v=i3bPjEbenew "Dear Esther" pretty cave visuals, hl2 mod | ||
+ | * unlimiteddetailtechnology (hagish tipp) http://www.youtube.com/watch?v=Q-ATtrImCx4 -> http://unlimiteddetailtechnology.com/ (voxel artig statt polys) | ||
+ | * physic walking biped http://forum.freegamedev.net/viewtopic.php?f=20&t=620 http://www.youtube.com/watch?v=lOxeyyooDmw Siggraph 2010: Generalized Biped Walking Control — Part 1 | ||
=== coding references === | === coding references === | ||
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*[http://www.runuo.com/forums/ultima-sdk/49420-ultima-sdk-binaries-source.html ultima-sdk-binaries-source] | *[http://www.runuo.com/forums/ultima-sdk/49420-ultima-sdk-binaries-source.html ultima-sdk-binaries-source] | ||
*[http://sphere.uozone.net/index.php?title=Patch_Introduction_Into_MUL Patch_Introduction_Into_MUL] | *[http://sphere.uozone.net/index.php?title=Patch_Introduction_Into_MUL Patch_Introduction_Into_MUL] | ||
+ | * http://www.runuo.com/forums/playuo-krrios-client/89100-playuo-guide.html | ||
+ | |||
+ | == my ogre notes == | ||
+ | see [[Ogre]] | ||
+ | |||
+ | * particle editor : http://www.ogre3d.org/forums/viewtopic.php?f=11&t=61559#p410457 | ||
+ | * http://www.intel.com/cd/ids/developer/asmo-na/eng/dc/threading/331359.htm |
Latest revision as of 11:47, 30 November 2014
here i want to mirror the tech-link-list from the iris wiki, in case that goes down... the original is here : http://www.iris2.de/index.php/Links
Contents
digital content creation
This part is about creating Models, Textures, Musik, etc for Ogre and Iris.
- Blender setup to work with Ogre
- Free 3D Texture Tools for Windows
- Skinny (a small but nice Blender script, for rapid automatic mesh-generation for animated characters, rigging & UV-Mapping) Examples
- Shader Examples From ogre wiki
- Content Creation Tools From ogre wiki
- Content Creation Tutorials From ogre wiki
- Songs
- Static 3D-Models need
- Ground Textures need
- texturemaker
- rendermonkey (see also rmogreexporter in ogre addons)
- mapzoneeditor texturing tool
- animal print patterns pack
- 3D-Studio Max: Tutorial to build a medival House
- 3dtutorials (Creating a Head)
- lmms musik
- rosegarden musik (see also Wired, Aldrin, UbuntuStudio)
- http://voxfeminae.planetquake.gamespy.com/tutorials/ sound creation tutorials (seems to be dead, author email : mailto:hellchick@planetquake.com)
- http://mixxx.sourceforge.net/ musik
searching content
- http://www.ogre3d.org/wiki/index.php/Free_Resources linklist in ogre wiki
- CC search
- LowPolyCoop open content + blog
- FreeGameArts
- OMN
- tilesets
- Psionic's 3D Game Resources > Free 3D Models
- http://virtualworlds.wikia.com/wiki/Main_Page Wikiworlds: Open content wiki
- http://www.digitalboneyard.net/ Digital Boneyard: Dump your old stuff here :)
- http://www.e2-productions.com/bmr/ Blender 3D Model Repository: Stuff made with Blender3D
- http://www.bvhfiles.com/ Free bvh files: Motion capture data
- http://www.nordquistart.com/: Free Art for you
- http://www.jamendo.com/de/ creative commons music
- http://www.wolfiesden.com/golgotha/golgotha.asp golgotha textures
- http://freesound.iua.upf.edu/
- http://ccmixter.org/ (sound?music?)
- http://www.opsound.org/
- http://www.findsounds.com/
- http://ati.amd.com/developer/shaderx/ShaderX_NPR.pdf (celshading and pencil/crayon-drawing shaders)
gui systems for ogre
- Navi - uses the LLMozLib library to render HTML based GUIs
- BetaGUI 2 - betajaen's overlay-based GUI system now has a new theme system using CSS styles
- QuickGUI is another overlay-based GUI system that concentrates on simplicity
- see also Ogre
physics
- bullet-phys-engine demo video : http://www.youtube.com/watch?v=InEmXyaX4Ew
shaders
- http://frustum.org/3d/
- http://esprit.campus.luth.se/~humus/3D/
- http://sfz.schattenkind.net/wiki/index.php/CellShadingNotes
- http://www.ogre3d.org/phpBB2/viewtopic.php?t=32906&start=0&postdays=0&postorder=asc&highlight= three kingdoms watershader showcase
- http://www.gamedev.net/reference/articles/article2138.asp watershader article
- http://www.gamedev.net/reference/list.asp?categoryid=83#203 lots of articles on shaders
- http://download.nvidia.com/developer/presentations/2004/6800_Leagues/6800_Leagues_SM3_Best_Practices.pdf nvidia geometry instancing : shader 3.0
- http://www.cg.tuwien.ac.at/research/publications/2007/Habel_2007_IAG/ grass
3d and graphical techniques
- vimeo wanderers (solar system colonization, nomadic gene, short film) http://vimeo.com/108650530
- spacescape skybox maker : http://www.ogre3d.org/forums/viewtopic.php?f=11&t=56125#p380926
- http://moquette.hybird.org/trac
- http://www.fxpression.com/GalleryParticleUniverse.html ogre particle plugin
- http://www.ogre3d.org/phpBB2/viewtopic.php?t=30275&start=150&postdays=0&postorder=asc&highlight= building shader for interior mapping (rooms, walls ceiling without geometry)
- http://developer.valvesoftware.com/wiki/Displacements halflife displacements, like a more flexible heightfield
- http://www.duskengine.de/index.php?option=com_content&task=view&id=1&Itemid=21 ogre mesheditor v1.0
- ogre wiki digest
- Paper about procedual texture generation from the demoscene
- normal-map-generation
- Alpha mapping + normal mapping material script
- irrlicht material library
- cubic texture for normal mapping
- normal mapping
- bumpmapping and normal mapping in ogre
- Offset Bump Ambient Lightmap
- PerPixel Lighting with Offset(Parallax) Mapping
- fur shader
- water shader
- forest
- billboard clouds
- instancing
- impostor
- impostor2
- projective decals
- SpriteManager2d
- ManualObject_2D
- stencil glow/halo
- tile terrain
- tile terrain screenshots
- http://www.forgottenworld.de/TBT/ ogre tiled terrain 2
- LiSPSM (light space perspective shadow maps) shadows
- Caelum : day and night cycles
- bloom
- post processing example
- optimizing render-speed
- optimizing render-speed 2
- old granny viewer
- ogre3d on ps3
- ogre efficient gui
- texture splatting
- ogre planetary scene manager
- tree
- tree 2
- tree/billboard
- ogre mesh tree
- fresnel shader (fog + normal mapping) : water
- Portal Connected Zone Scene Manager
- http://blenderartists.org/forum/showthread.php?t=103830 shield effect
- http://www.ogre3d.org/wiki/index.php/Light_mapping
- http://www.tar.hu/gamealgorithms/index.html core techniques and algorithms for games
- http://www.realtimerendering.com/ realtime rendering resources
- http://www.ogre3d.org/phpBB2/viewtopic.php?t=27394 fully destructible
- http://levelofdetail.wordpress.com/2007/04/15/hardware-accelerated-ambient-occlusion-techniques-on-gpus/ ambient occulsion shader for trees
- http://www.ogre3d.org/phpBB2/viewtopic.php?t=37072&highlight= Planetary Atmospheric Scattering
- http://www.ogre3d.org/phpBB2/viewtopic.php?t=36655 PagedGeometry : manages masses of objects (grass,trees), uses impostor
- http://www.gamedev.net/community/forums/topic.asp?topic_id=468418 triplanar mapping for texture
- grass screenshot in xbox game
- ogre mipmapping problems opengl
- http://apricot.blender.org/?p=192 blender realtime terrain texture editing (splatting,stencil?)
- http://www.ogre3d.org/phpBB2/viewtopic.php?t=42507 ogre terrain editor
- http://www.umbrasoftware.com/index.php?videoreel video showing occulsion culling
- http://developer.nvidia.com/object/doc_shadows.html Real-time Shadow Algorithms and Techniques
- http://www.youtube.com/watch?v=v2q5kuic6HA Locomotion System, walking animation system, step, stairs etc. runevision.com unity3d.com
- lugaru blood
- Euphoria 3d Ragdoll Engine by Natural Motion
- normalmap from photos
- alienarena normalmaps
- alienarena normalmaps2
- GIMP normalmap plugin
- http://wiki.freegamedev.net/index.php/Texturing_Links
- http://forum.freegamedev.net/index.php?t=msg&th=2126 vehicle phys discussion/list
- http://rigsofrods.com/ vehicle phys game (ogre + lua, but closed source)
- http://www.cs.auckland.ac.nz/~jvan006/multitex/multitex.html terrain with highres grayscale details separated from lowres colors
- http://www.ogre3d.org/forums/viewtopic.php?f=11&t=39254 ogre planet heightfield
- http://www.stevestreeting.com/2009/01/04/depth-shadow-mapping-dx9-depth-range-gotchas/ depth shadow mapping
- http://www.youtube.com/watch?v=hOvq3-oG5BM sumo realtime walk physics (Sumotori Dreams)
- http://vegastrike.sourceforge.net/forums/viewtopic.php?p=103561#p103561 (self-reflection fake shader)
- http://www.geeks3d.com/?p=3672 nvidia directx11 ocean water shader
- http://www.ogre3d.org/forums/viewtopic.php?f=11&t=49849 elite-like planet
- renderpipeline, directx, but interesting
- http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=263350&reply_id=3198944
- http://diaryofagraphicsprogrammer.blogspot.com/2009/08/siggraph-2009-impressions-inferred.html 2009 : new light tech : Inferred Lighting
- http://www.brighthub.com/hubfolio/matthew-casperson/articles/52773.aspx ogre3d im browser
- http://www.ogre3d.org/forums/viewtopic.php?f=11&t=53571&view=unread#unread space scenes (infos on where to get free nasa images without copyright problems, cylinder maps of planets..)
- gpu gems : read online on nvidia page :
- http://bitsquid.blogspot.com/2010/03/task-management-practical-example.html multicore/multithreading render/anim/sound bitsquid engine
- http://www.antisphere.com/Research/VolumetricBillboards.php several research papers like : volumentric billboards, garment(clothes) modelling with wrinkels, tilepacking
- http://forum.freegamedev.net/viewtopic.php?f=22&t=3176 proland , seemless planetary? procedural 3d terrain stuff http://proland.inrialpes.fr/index.html
- http://www.ogre3d.org/tikiwiki/tiki-index.php?page=VolumeComponent terrain like structures including overhang
interesting links
- http://codeflow.org/entries/2010/sep/01/hard-constraints-easy-solutions/ bridgebuilder physics
- http://libnoise.sourceforge.net/tutorials/tutorial8.html random terrain generation
- Explicitly triggering the Garbage Collector
- Bitwise Operations and other LUA patches
- GetTicks als SDL Ersatz?
- uo-guide
- runuo map howto
- ogre hardware cursor
- hardware cursor : win32 api function SetCursor
- ogreopcode forum
- procedural building generation
- audiere sound lib, LGPL, ogg, mp3
- Projects using OGRE
- How to Run a Successful Free Software Project
- MicroPather pathfinding lib
- the-myth-of-the-developer-royalty
- voice system
- http://vegastrike.sourceforge.net/wiki/HowTos
- http://simul.co.uk/cloudwright panorama sky, volumetric clouds
- http://www.opengameforge.org/components/com_mambowiki/index.php/Real-Time_Procedural_Universe procedural
- http://www.opengameforge.org/components/com_mambowiki/index.php/Resources city, terrain
- https://sourceforge.net/projects/ogremp boost replacement for threading, meant for ogre
- http://www.drizzle.com/~scottb/gdc/continuous-world.htm continuous-world
- http://www.wowwiki.com/Widget_API wow api for scripting gui stuff
- http://www.incrysis.com/index.php?option=com_content&task=view&id=768 crysis2/CryENGINE2 screenshots
- http://www.geeks3d.com/?p=3781 Large Scale Flocking and Obstacle Avoidance Simulation Using CUDA
- http://www.geeks3d.com/?p=3772 ATI and NVIDIA GDC 2009 Presentations Available!
- http://www.youtube.com/watch?v=i3bPjEbenew "Dear Esther" pretty cave visuals, hl2 mod
- unlimiteddetailtechnology (hagish tipp) http://www.youtube.com/watch?v=Q-ATtrImCx4 -> http://unlimiteddetailtechnology.com/ (voxel artig statt polys)
- physic walking biped http://forum.freegamedev.net/viewtopic.php?f=20&t=620 http://www.youtube.com/watch?v=lOxeyyooDmw Siggraph 2010: Generalized Biped Walking Control — Part 1
coding references
Compilers
- Documentation
- ultima-sdk-binaries-source
- Patch_Introduction_Into_MUL
- http://www.runuo.com/forums/playuo-krrios-client/89100-playuo-guide.html
my ogre notes
see Ogre