chore: sync content to repo (#10202)
Co-authored-by: nilbuild <4921183+nilbuild@users.noreply.github.com>
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@@ -5,4 +5,4 @@
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Visit the following resources to learn more:
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- [@article@2D and 3D Game Development](https://hireindiandevelopers.medium.com/2d-and-3d-game-development-a-comprehensive-guide-7d22c4fdd706)
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- [@article@How to Make a 2D Game](https://gamemaker.io/en/blog/how-to-make-a-2d-game)
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- [@article@How to Make a 2D Game](https://gamemaker.io/en/blog/how-to-make-a-2d-game)
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@@ -4,4 +4,4 @@
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Visit the following resources to learn more:
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- [@article@Axis-Aligned Bounding Box](https://gdbooks.gitbooks.io/3dcollisions/content/Chapter1/aabb.html)
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- [@article@Axis-Aligned Bounding Box](https://gdbooks.gitbooks.io/3dcollisions/content/Chapter1/aabb.html)
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@@ -5,4 +5,4 @@
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Visit the following resources to learn more:
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- [@article@AB Pruning](https://en.wikipedia.org/wiki/Alpha-beta_pruning)
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- [@article@Alpha-Beta Pruning: A Deep Dive into its History](https://dev.to/vedantasati03/alpha-beta-pruning-a-deep-dive-into-its-history-implementation-and-functionality-4ojf)
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- [@article@Alpha-Beta Pruning: A Deep Dive into its History](https://dev.to/vedantasati03/alpha-beta-pruning-a-deep-dive-into-its-history-implementation-and-functionality-4ojf)
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@@ -4,4 +4,4 @@
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Visit the following resources to learn more:
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- [@article@Simple Acceleration in Games](http://earok.net/sections/articles/game-dev/theory/simplified-acceleration-games)
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- [@article@Simple Acceleration in Games](http://earok.net/sections/articles/game-dev/theory/simplified-acceleration-games)
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@@ -5,4 +5,4 @@
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Visit the following resources to learn more:
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- [@article@Advanced Rendering](https://www.advances.realtimerendering.com/)
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- [@article@Advances in Real Time Rendering](https://www.advances.realtimerendering.com/s2024/index.html)
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- [@article@Advances in Real Time Rendering](https://www.advances.realtimerendering.com/s2024/index.html)
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@@ -5,4 +5,4 @@ In the context of game mathematics, an **Affine Space** is a fundamental concept
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Visit the following resources to learn more:
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- [@article@Affine Space](https://en.wikipedia.org/wiki/Affine_space)
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- [@article@Understanding Affine Space](https://brilliant.org/wiki/affine-spaces/)
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- [@article@Understanding Affine Space](https://brilliant.org/wiki/affine-spaces/)
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@@ -5,4 +5,4 @@ An **affine transformation**, in the context of game mathematics, is a function
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Visit the following resources to learn more:
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- [@article@Affine Transformation](https://www.gamedevs.org/uploads/affine-transformations.pdf)
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- [@article@Understanding Affine Transformations](https://code.tutsplus.com/understanding-affine-transformations-with-matrix-mathematics--active-10884t)
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- [@article@Understanding Affine Transformations](https://code.tutsplus.com/understanding-affine-transformations-with-matrix-mathematics--active-10884t)
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@@ -5,4 +5,4 @@ Angular velocity, denoted by the symbol 'ω', is a measure of the rate of change
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Visit the following resources to learn more:
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- [@article@Angular Velocity](https://allenchou.net/2013/12/game-physics-motion-dynamics-fundamentals/)
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- [@article@Understanding Angular Velocity](https://math.libretexts.org/Bookshelves/Precalculus/Book%3A_Trigonometry_(Sundstrom_and_Schlicker)/01%3A_The_Trigonometric_Functions/1.04%3A_Velocity_and_Angular_Velocity)
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- [@article@Understanding Angular Velocity](https://math.libretexts.org/Bookshelves/Precalculus/Book%3A_Trigonometry_(Sundstrom_and_Schlicker)/01%3A_The_Trigonometric_Functions/1.04%3A_Velocity_and_Angular_Velocity)
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@@ -5,4 +5,4 @@ Artificial Neural Networks (ANN) are a branch of machine learning that draw insp
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Visit the following resources to learn more:
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- [@article@What is ANN?](https://www.coursera.org/articles/artificial-neural-network)
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- [@article@What is Neural Network?](https://www.ibm.com/topics/neural-networks)
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- [@article@What is Neural Network?](https://www.ibm.com/topics/neural-networks)
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@@ -4,5 +4,5 @@ The **Behavior Tree** is a decision-making system used in game development, prim
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Visit the following resources to learn more:
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- [@video@Unreal Engine 5 Tutorial - AI Part 2: Behavior Tree](https://www.youtube.com/watch?v=hbHqv9ov8IM&list=PL4G2bSPE_8uklDwraUCMKHRk2ZiW29R6e&index=3&t=16s)
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- [@article@Open Behavior Tree](https://sterberino.github.io/open-behavior-trees-documentation/index.html)
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- [@video@Unreal Engine 5 Tutorial - AI Part 2: Behavior Tree](https://www.youtube.com/watch?v=hbHqv9ov8IM&list=PL4G2bSPE_8uklDwraUCMKHRk2ZiW29R6e&index=3&t=16s)
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@@ -2,7 +2,7 @@
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`Bezier curves` are named after Pierre Bezier, a French engineer working at Renault, who used them in the 1960s for designing car bodies. A Bezier curve is defined by a set of control points with a minimum of two but no upper limit. The curve is calculated between the first and the last control point and does not pass through the controlling points, which only influence the direction of the curve. There are linear, quadratic, and cubic Bezier curves, but curves with more control points are also possible. They are widely used in computer graphics, animations, and are extensively used in vector images and tools to create shapes, texts, and objects.
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Learn more from the following resources:
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Visit the following resources to learn more:
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- [@article@Bezier Curves for Your Games](http://devmag.org.za/2011/04/05/bzier-curves-a-tutorial/)
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- [@video@Bezier Curves Explained](https://www.youtube.com/watch?v=pnYccz1Ha34)
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- [@video@Bezier Curves Explained](https://www.youtube.com/watch?v=pnYccz1Ha34)
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@@ -4,4 +4,4 @@
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Visit the following resources to learn more:
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- [@article@What is a Board Game?](https://code.tutsplus.com/how-to-learn-board-game-design-and-development--gamedev-11607a)
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- [@article@What is a Board Game?](https://code.tutsplus.com/how-to-learn-board-game-design-and-development--gamedev-11607a)
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@@ -5,4 +5,4 @@
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Visit the following resources to learn more:
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- [@article@Collision Detection in 3D Games](https://developer.mozilla.org/en-US/docs/Games/Techniques/3D_collision_detection)
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- [@article@Visualizing Bounding Volume](https://www.haroldserrano.com/blog/visualizing-the-boundary-volume-hierarchy-collision-algorithm)
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- [@article@Visualizing Bounding Volume](https://www.haroldserrano.com/blog/visualizing-the-boundary-volume-hierarchy-collision-algorithm)
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@@ -4,4 +4,4 @@
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Visit the following resources to learn more:
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- [@article@Broad Phase Collision Detection](http://buildnewgames.com/broad-phase-collision-detection/)
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- [@article@Broad Phase Collision Detection](http://buildnewgames.com/broad-phase-collision-detection/)
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@@ -1,9 +1,9 @@
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# Bump
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`Bump` is very similar to texture. It is, as a matter of fact, a type of texture itself. If you take the texture of a bricked wall, it will becoming increasingly obvious that the amount of detail present inside the wall, if geometrically processed would be incredibly demanding and wasteful. In order to combat this ineffeciency, the `bump` maps were created. Traditionally, a flat texture would just be an image of something called a `color map`, that is to say, where does each individual color of the pixel should be to represent a texture. When you take the picture of your floor, wall, or any object, that image in essence is the color map. The bump map is different as it informs the texture about it's `normal` values. So, if you take a flat 2D mesh and apply a bump map on it, it will render the same 2D mesh with all the normal values baked into the flat 2D mesh, creating a graphically effect mimicking 3-dimensionality.
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Learn more from the following resources:
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- [@article@Bump Maps](https://developer.valvesoftware.com/wiki/Bump_map)
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- [@video@Normals, Normal maps and Bump maps](https://www.youtube.com/watch?v=l5PYyzsZED8)
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- [@video@Bump, normal and displacement](https://www.youtube.com/watch?v=43Ilra6fNGc)
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# Bump
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`Bump` is very similar to texture. It is, as a matter of fact, a type of texture itself. If you take the texture of a bricked wall, it will becoming increasingly obvious that the amount of detail present inside the wall, if geometrically processed would be incredibly demanding and wasteful. In order to combat this ineffeciency, the `bump` maps were created. Traditionally, a flat texture would just be an image of something called a `color map`, that is to say, where does each individual color of the pixel should be to represent a texture. When you take the picture of your floor, wall, or any object, that image in essence is the color map. The bump map is different as it informs the texture about it's `normal` values. So, if you take a flat 2D mesh and apply a bump map on it, it will render the same 2D mesh with all the normal values baked into the flat 2D mesh, creating a graphically effect mimicking 3-dimensionality.
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Visit the following resources to learn more:
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- [@article@Bump Maps](https://developer.valvesoftware.com/wiki/Bump_map)
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- [@video@Normals, Normal maps and Bump maps](https://www.youtube.com/watch?v=l5PYyzsZED8)
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- [@video@Bump, normal and displacement](https://www.youtube.com/watch?v=43Ilra6fNGc)
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@@ -2,6 +2,6 @@
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**Buoyancy** refers to a specific interaction in physics where an object submerged in fluid (such as a game character in water) experiences an upward force that counteracts the force of gravity. This makes the object either float or appear lighter. In game development, implementing buoyancy can enhance realism particularly in games that involve water-based activities or environments. Buoyancy can be manipulated through adjustments in density and volume to create various effects - from making heavy objects float to sinking light ones. Calculating it typically requires approximating the object to a sphere or another simple geometric shape, and using this in Archimedes' Principle. This principle states that buoyant force equals the weight of the fluid that the object displaces. In the realm of video games, programming buoyancy can involve complex physics equations and careful testing to achieve a balance between realism and playability.
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Learn more from the following resources:
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Visit the following resources to learn more:
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- [@article@Buoyancy in Game Development](https://www.gamedeveloper.com/programming/water-interaction-model-for-boats-in-video-games-part-2)
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- [@article@Buoyancy in Game Development](https://www.gamedeveloper.com/programming/water-interaction-model-for-boats-in-video-games-part-2)
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@@ -4,4 +4,4 @@ BVH, or Bounding Volume Hierarchy, is an algorithm used in 3D computer graphics
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Visit the following resources to learn more:
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- [@opensource@UnityBoundingVolumeHeirachy](https://github.com/rossborchers/UnityBoundingVolumeHeirachy)
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- [@opensource@UnityBoundingVolumeHeirachy](https://github.com/rossborchers/UnityBoundingVolumeHeirachy)
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@@ -1,8 +1,8 @@
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# C Sharp
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**CSharp (C#)** is a modern, object-oriented programming language developed and maintained by Microsoft. It's primarily used for developing desktop applications and, more prominently, for Windows applications within the Microsoft.Net framework. However, the language is versatile and has a wide range of uses in web services, websites, enterprise software, and even mobile app development. C# is known for its simplicity, type-safety, and support for component-oriented software development. It's also been adopted by Unity, a widely used game engine, thus making it one of the preferred languages for game development.
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**CSharp (C#)** is a modern, object-oriented programming language developed and maintained by Microsoft. It's primarily used for developing desktop applications and, more prominently, for Windows applications within the [Microsoft.Net](http://Microsoft.Net) framework. However, the language is versatile and has a wide range of uses in web services, websites, enterprise software, and even mobile app development. C# is known for its simplicity, type-safety, and support for component-oriented software development. It's also been adopted by Unity, a widely used game engine, thus making it one of the preferred languages for game development.
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Visit the following resources to learn more:
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- [@official@Learn C#](https://learn.microsoft.com/en-us/dotnet/csharp/)
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- [@article@C Sharp Programming Language](https://en.wikipedia.org/wiki/C_Sharp_(programming_language))
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- [@article@C Sharp Programming Language](https://en.wikipedia.org/wiki/C_Sharp_(programming_language))
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@@ -4,4 +4,4 @@ Cascaded usually refers to cascaded shadow maps, a technique for rendering reali
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Visit the following resources to learn more:
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- [@article@Cascading Shadows](https://www.gamedev.net/forums/topic/632574-cascading-shadow-maps-best-approach-to-learn/4988720/)
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- [@article@Cascading Shadows](https://www.gamedev.net/forums/topic/632574-cascading-shadow-maps-best-approach-to-learn/4988720/)
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@@ -5,4 +5,4 @@ The **Catmull-Rom** spline is a form of interpolation used in 2D and 3D graphics
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Visit the following resources to learn more:
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- [@article@Catmull Rom](https://gamedev.net/forums/topic/535895-catmull-rom-in-shmups/)
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- [@article@Catmull Rom Spline - Game Development](https://gamedev.stackexchange.com/questions/47354/catmull-rom-spline-constant-speed)
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- [@article@Catmull Rom Spline - Game Development](https://gamedev.stackexchange.com/questions/47354/catmull-rom-spline-constant-speed)
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@@ -7,4 +7,4 @@ On the other hand, **C++** follows the paradigm of both procedural and object-or
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Visit the following resources to learn more:
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- [@article@C Programming Language](https://en.wikipedia.org/wiki/C_%28programming_language%29)
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- [@article@C++ Programming Language](https://en.wikipedia.org/wiki/C%2B%2B)
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- [@article@C++ Programming Language](https://en.wikipedia.org/wiki/C%2B%2B)
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@@ -4,4 +4,4 @@
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Visit the following resources to learn more:
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- [@article@Continuous Collision Detection](https://docs.unity3d.com/Manual/ContinuousCollisionDetection.html)
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- [@article@Continuous Collision Detection](https://docs.unity3d.com/Manual/ContinuousCollisionDetection.html)
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@@ -1,8 +1,8 @@
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# Center of Mass
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The **center of mass** is a position defined relative to an object or system of objects. Typically denoted by the symbol \(COM\), it refers to the average position of all the parts of the system, weighted according to their masses. For instance, if you have a uniformly dense object, the center of mass would be in the geometric center of that object. In gaming, the center of mass of an object can have a significant impact on how the object behaves when forces are applied to it. This includes how the object moves in response to these forces, and can affect the realism of the physics simulations in a game.
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The **center of mass** is a position defined relative to an object or system of objects. Typically denoted by the symbol (COM), it refers to the average position of all the parts of the system, weighted according to their masses. For instance, if you have a uniformly dense object, the center of mass would be in the geometric center of that object. In gaming, the center of mass of an object can have a significant impact on how the object behaves when forces are applied to it. This includes how the object moves in response to these forces, and can affect the realism of the physics simulations in a game.
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Visit the following resources to learn more:
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- [@article@Center of Mass](https://medium.com/@brazmogu/physics-for-game-dev-a-platformer-physics-cheatsheet-f34b09064558)
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- [@video@Playing With Unreal Engine Physics: Center of Mass](https://www.youtube.com/watch?v=JVX7TA8GkzE)
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- [@video@Playing With Unreal Engine Physics: Center of Mass](https://www.youtube.com/watch?v=JVX7TA8GkzE)
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@@ -4,4 +4,4 @@ In game development, the term "Client Side" refers to all the operations and act
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Visit the following resources to learn more:
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- [@article@Client Side Architecture](https://gabrielgambetta.com/client-server-game-architecture.html)
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- [@article@Client Side Architecture](https://gabrielgambetta.com/client-server-game-architecture.html)
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@@ -4,4 +4,4 @@
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Visit the following resources to learn more:
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- [@article@Clipping in Games](https://www.haroldserrano.com/blog/what-is-clipping-in-opengl)
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- [@article@Clipping in Games](https://www.haroldserrano.com/blog/what-is-clipping-in-opengl)
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@@ -4,4 +4,4 @@
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Visit the following resources to learn more:
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- [@article@Collision Detection in Games](https://developer.mozilla.org/en-US/docs/Games/Tutorials/2D_Breakout_game_pure_JavaScript/Collision_detection)
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- [@article@Collision Detection in Games](https://developer.mozilla.org/en-US/docs/Games/Tutorials/2D_Breakout_game_pure_JavaScript/Collision_detection)
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@@ -2,6 +2,6 @@
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In the realm of computer graphics, color plays an integral role. It can be defined in various color models such as RGB (Red, Green, Blue), CYMK (Cyan, Yellow, Magenta, Black), and others. RGB is a color model that combines the primary colors (red, green, blue) in different amounts to produce a spectrum of colors. This model is often used in digital displays. In contrast, CMYK is a color model used in color printing. It uses cyan, magyenta, yellow, and black as the primary colors. HSL (Hue, Saturation, Lightness) and HSV (Hue, Saturation, Value) are other useful models that represent colors based on human perceptions. Another important element of color in computer graphics is the color depth, also known as bit depth, which determines the number of colors that can be displayed at once.
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Learn more from the following resources:
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Visit the following resources to learn more:
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- [@video@Pixar in a Box - Color](https://www.khanacademy.org/computing/pixar/animate/ball/v/intro-animation)
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- [@video@Pixar in a Box - Color](https://www.khanacademy.org/computing/pixar/animate/ball/v/intro-animation)
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@@ -5,4 +5,4 @@ Computer animation refers to the art of creating moving images via the use of co
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Visit the following resources to learn more:
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- [@article@Computer Animation](https://www.adobe.com/uk/creativecloud/animation/discover/computer-animation.html)
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- [@article@What is Computer Animation?](https://unity.com/topics/what-is-computer-animation)
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- [@article@What is Computer Animation?](https://unity.com/topics/what-is-computer-animation)
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@@ -5,4 +5,4 @@ Computer Graphics is a subfield of computer science that studies methods for dig
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Visit the following resources to learn more:
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- [@article@Introduction to Computer Graphics](https://open.umn.edu/opentextbooks/textbooks/420)
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- [@video@How do Video Game Graphics Work?](https://www.youtube.com/watch?v=C8YtdC8mxTU)
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- [@video@How do Video Game Graphics Work?](https://www.youtube.com/watch?v=C8YtdC8mxTU)
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@@ -4,4 +4,4 @@ In game development, a shape is said to be "concave" if it has an interior angle
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Visit the following resources to learn more:
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- [@article@What is Concave Shape?](https://dev.to/fkkarakurt/geometry-and-primitives-in-game-development-1og)
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- [@article@What is Concave Shape?](https://dev.to/fkkarakurt/geometry-and-primitives-in-game-development-1og)
|
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@@ -4,4 +4,4 @@ In the realm of physically-based rendering, **translucency** and **transparency*
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Visit the following resources to learn more:
|
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- [@article@What is Concave Shape?](https://dev.to/fkkarakurt/geometry-and-primitives-in-game-development-1og)
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- [@article@What is Concave Shape?](https://dev.to/fkkarakurt/geometry-and-primitives-in-game-development-1og)
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@@ -4,4 +4,4 @@
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Visit the following resources to learn more:
|
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- [@article@Convex Decomposition for 3D](https://colin97.github.io/CoACD/)
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- [@article@Convex Decomposition for 3D](https://colin97.github.io/CoACD/)
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@@ -4,4 +4,4 @@ The **Convex Hull** is a foundational concept used in various areas of game deve
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Visit the following resources to learn more:
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- [@article@Convex Decomposition for 3D](https://colin97.github.io/CoACD/)
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- [@article@Convex Decomposition for 3D](https://colin97.github.io/CoACD/)
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@@ -4,4 +4,4 @@ The term "convex" in game development relates primarily to shapes and collision
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Visit the following resources to learn more:
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- [@article@Convex in Game Development](https://dev.to/fkkarakurt/geometry-and-primitives-in-game-development-1og)
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- [@article@Convex in Game Development](https://dev.to/fkkarakurt/geometry-and-primitives-in-game-development-1og)
|
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@@ -4,4 +4,4 @@ Convexity is a significant concept used in game development, particularly in the
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Visit the following resources to learn more:
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- [@article@Convexity in Game Development](https://www.gamedeveloper.com/game-platforms/understanding-convexity-in-ltv-modelling)
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- [@article@Convexity in Game Development](https://www.gamedeveloper.com/game-platforms/understanding-convexity-in-ltv-modelling)
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@@ -4,4 +4,4 @@ In computer graphics, "cube" in the context of shadows often refers to using a c
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Visit the following resources to learn more:
|
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- [@article@Draw a Cube](https://dev-tut.com/2022/unity-draw-a-debug-cube/)
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- [@article@Draw a Cube](https://dev-tut.com/2022/unity-draw-a-debug-cube/)
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@@ -5,4 +5,4 @@
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||||
Visit the following resources to learn more:
|
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|
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- [@article@Culling in Game Development](https://medium.com/@niitwork0921/what-is-culling-in-game-design-a97c0b6344dd)
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- [@article@Object Culling in Unreal Engine](https://gamedevinsider.com/object-culling-in-unreal-engine/)
|
||||
- [@article@Object Culling in Unreal Engine](https://gamedevinsider.com/object-culling-in-unreal-engine/)
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
A `curve` in game development is a mathematical tool for creating smooth lines or paths, used in areas like animation, 3D modeling, UI design, and level layouts. Curves simplify complex shapes and movements, enabling more natural results compared to linear approaches. They're key for `lifelike animations`, organic shapes, `realistic physics`, and smooth camera movements, essential for polished, fluid game design.
|
||||
|
||||
Learn more from the following resources:
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Curves](https://en.wikipedia.org/wiki/Curve)
|
||||
- [@article@Basics of Curves](https://byjus.com/maths/curve/)
|
||||
- [@article@Basics of Curves](https://byjus.com/maths/curve/)
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
`DBVT` or `Dynamic Bounding Volume Tree` is an acceleration data structure that's primarily used in physics simulations like collision detection. It's a type of BVH (`Bounding Volume Hierarchy`), but the unique aspect of a DBVT is its handling of dynamic objects. As the name suggests, it's specifically designed to efficiently handle changing scenarios, such as objects moving or environments evolving, better than a typical BVH. Unlike a static BVH, a DBVT dynamically updates the tree as objects move, maintaining efficiency of collision queries. It primarily does this through tree rotations and refitting bounding volumes rather than fully rebuilding the tree. This makes DBVT a highly appealing option for scenarios with considerable dynamics.
|
||||
|
||||
Learn more from the following resources:
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@DBVT](https://sopiro.github.io/DynamicBVH/)
|
||||
- [@article@Dynamic Bounding Volume Hierarchies](https://box2d.org/files/ErinCatto_DynamicBVH_Full.pdf)
|
||||
- [@article@Dynamic Bounding Volume Hierarchies](https://box2d.org/files/ErinCatto_DynamicBVH_Full.pdf)
|
||||
@@ -1,7 +1,7 @@
|
||||
# Decision Learning
|
||||
|
||||
In the realm of game development, **Decision Learning** refers to information systems that recognize and analyze patterns to help in making decisions. It’s particularly used in AI game development where decision-making algorithms or artificial intelligence are programmed to learn from and make decisions based on past experiences or an established decision tree. These decisions can be about game behaviors, player interactions, environment changes and so on. Various methods such as reinforcement learning, Bayesian methods, Decision trees, Neural networks are used to facilitate decision learning in game development.
|
||||
In the realm of game development, **Decision Learning** refers to information systems that recognize and analyze patterns to help in making decisions. It’s particularly used in AI game development where decision-making algorithms or artificial intelligence are programmed to learn from and make decisions based on past experiences or an established decision tree. These decisions can be about game behaviors, player interactions, environment changes and so on. Various methods such as reinforcement learning, Bayesian methods, Decision trees, Neural networks are used to facilitate decision learning in game development.
|
||||
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Decision Learning in Game Development](https://medium.com/@alidrsn/game-development-with-ai-strategy-tools-and-examples-7ae77257c062)
|
||||
- [@article@Decision Learning in Game Development](https://medium.com/@alidrsn/game-development-with-ai-strategy-tools-and-examples-7ae77257c062)
|
||||
@@ -4,4 +4,4 @@ In game development, decision making often refers to the logic or processes that
|
||||
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Decision Making in Game Development](https://www.cgspectrum.com/blog/game-design-decision-making-troy-dunniway)
|
||||
- [@article@Decision Making in Game Development](https://www.cgspectrum.com/blog/game-design-decision-making-troy-dunniway)
|
||||
@@ -6,4 +6,4 @@ Visit the following resources to learn more:
|
||||
|
||||
- [@article@Game Strategy - Real Time Decision Tree](https://medium.com/@aleena.sebastian/game-strategy-optimization-using-decision-trees-d4067008eed1)
|
||||
- [@article@Real Time Decision Tree](https://www.codewithc.com/real-time-decision-trees-in-pygame-ai/)
|
||||
- [@video@Decision Trees - A Friendly Introduction](https://www.youtube.com/watch?v=HkyWAhr9v8g)
|
||||
- [@video@Decision Trees - A Friendly Introduction](https://www.youtube.com/watch?v=HkyWAhr9v8g)
|
||||
@@ -4,5 +4,5 @@ A **Decision Tree** is a graphical representation used in game development which
|
||||
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@articleDecision Tree](https://www.gamedeveloper.com/programming/behavior-trees-for-ai-how-they-work)
|
||||
- [@video@What is a Decision Tree?](https://www.youtube.com/watch?v=bmP4ppe_-cw)
|
||||
- [@article@@articleDecision Tree](https://www.gamedeveloper.com/programming/behavior-trees-for-ai-how-they-work)
|
||||
- [@video@What is a Decision Tree?](https://www.youtube.com/watch?v=bmP4ppe_-cw)
|
||||
@@ -7,4 +7,4 @@ Visit the following resources to learn more:
|
||||
- [@article@Deep Learning](https://en.wikipedia.org/wiki/Deep_learning)
|
||||
- [@article@Deep Learning Book](https://www.deeplearningbook.org/)
|
||||
- [@article@Introduction to Deep Learning](https://www.ibm.com/topics/deep-learning)
|
||||
- [@video@What is a Neural Network?](https://www.youtube.com/watch?v=aircAruvnKk)
|
||||
- [@video@What is a Neural Network?](https://www.youtube.com/watch?v=aircAruvnKk)
|
||||
@@ -5,4 +5,4 @@ In the world of 3D rendering and game development, "diffuse" refers to diffuse l
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Difference Between Albedo and Diffuse Map](https://www.a23d.co/blog/difference-between-albedo-and-diffuse-map/)
|
||||
- [@article@Complete Guide to Learn Texture Styles](https://cgobsession.com/complete-guide-to-texture-map-types/)
|
||||
- [@article@Complete Guide to Learn Texture Styles](https://cgobsession.com/complete-guide-to-texture-map-types/)
|
||||
@@ -4,4 +4,4 @@ Directional light simulates a distant light source like the sun. It has only a d
|
||||
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Directional Light](https://www.a23d.co/blog/difference-between-albedo-and-diffuse-map/)
|
||||
- [@article@Directional Light](https://www.a23d.co/blog/difference-between-albedo-and-diffuse-map/)
|
||||
@@ -4,6 +4,6 @@ DirectX Ray Tracing (DXR) is an advanced Windows API introduced with DirectX 12.
|
||||
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Announcing Microsoft DirectX Ray Tracing](https://devblogs.microsoft.com/directx/announcing-microsoft-directx-raytracing/)
|
||||
- [@official@DirectX Ray Tracing](https://developer.nvidia.com/blog/introduction-nvidia-rtx-directx-ray-tracing/)
|
||||
- [@official@DX12 Ray Tracing](https://developer.nvidia.com/blog/dx12-raytracing-tutorials/)
|
||||
- [@article@Announcing Microsoft DirectX Ray Tracing](https://devblogs.microsoft.com/directx/announcing-microsoft-directx-raytracing/)
|
||||
@@ -5,4 +5,4 @@
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@official@Microsoft's DirectX](https://visualstudio.microsoft.com/vs/features/directx-game-dev/)
|
||||
- [@official@Learn DirectX](https://learn.microsoft.com/en-us/shows/introduction-to-c-and-directx-game-development/)
|
||||
- [@official@Learn DirectX](https://learn.microsoft.com/en-us/shows/introduction-to-c-and-directx-game-development/)
|
||||
@@ -4,4 +4,6 @@
|
||||
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Dynamics in Game Physics](https://americanprofessionguide.com/game-mechanics-and-dynamics/)
|
||||
- [@article@Game Mechanics & Game Dynamics: Gamification 101](https://www.gamify.com/gamification-blog/game-mechanics-game-dynamics-gamification-101)
|
||||
- [@article@Unpacking Game Mechanics and Game Dynamics](https://maxlearn.info/blog/game-mechanics-and-game-dynamics/)
|
||||
- [@article@Game Mechanics](https://en.wikipedia.org/wiki/Game_mechanics)
|
||||
@@ -5,4 +5,4 @@ The **EPA** (Expanding Polytope Algorithm) is an iterative algorithm used for ca
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@EPA: Collision response algorithm for 2D/3D - winter.dev](https://winter.dev/articles/epa-algorithm)
|
||||
- [@article@EPA (Expanding Polytope Algorithm) - dyn4j](https://dyn4j.org/2010/05/epa-expanding-polytope-algorithm/)
|
||||
- [@article@EPA (Expanding Polytope Algorithm) - dyn4j](https://dyn4j.org/2010/05/epa-expanding-polytope-algorithm/)
|
||||
@@ -4,4 +4,4 @@ The **Euler angle** is a concept in mathematics and physics used to describe the
|
||||
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Euler Angle in Game Development](https://www.gameludere.com/2020/03/12/euler-angles-hamilton-quaternions-and-video-games/)
|
||||
- [@article@Euler Angle in Game Development](https://www.gameludere.com/2020/03/12/euler-angles-hamilton-quaternions-and-video-games/)
|
||||
@@ -4,4 +4,4 @@ Fog in game development refers to a visual effect used to simulate atmospheric c
|
||||
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Fog - Graphics and GPU Programming](https://gamedev.net/reference/articles/article677.asp)
|
||||
- [@article@Fog - Graphics and GPU Programming](https://gamedev.net/reference/articles/article677.asp)
|
||||
@@ -4,4 +4,4 @@
|
||||
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Physics for Game Dev](https://medium.com/@brazmogu/physics-for-game-dev-a-platformer-physics-cheatsheet-f34b09064558)
|
||||
- [@article@Physics for Game Dev](https://medium.com/@brazmogu/physics-for-game-dev-a-platformer-physics-cheatsheet-f34b09064558)
|
||||
@@ -5,4 +5,4 @@
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Friction in Game Dev](https://medium.com/@originallearguy/rub-the-right-way-applying-friction-in-game-design-122bd98de69d)
|
||||
- [@video@Friction](https://youtu.be/t1HWIoDUWXg?si=FmFsIGTSHpLS72vp)
|
||||
- [@video@Friction](https://youtu.be/t1HWIoDUWXg?si=FmFsIGTSHpLS72vp)
|
||||
@@ -5,4 +5,4 @@ Frustum culling is a standard practice in computer graphics, used in virtually a
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Frustum Culling](https://gamedev.net/tutorials/programming/general-and-gameplay-programming/frustum-culling-r4613/)
|
||||
- [@video@Frustum Culling - Game Optimization 101 - Unreal Engine](https://www.youtube.com/watch?v=Ql56s1erTMI)
|
||||
- [@video@Frustum Culling - Game Optimization 101 - Unreal Engine](https://www.youtube.com/watch?v=Ql56s1erTMI)
|
||||
@@ -4,4 +4,4 @@ Fuzzy Logic is a mathematical logic method that resolves problem-solving and sys
|
||||
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Fuzzy Login in Games](https://www.michelepirovano.com/pdf/fuzzy_ai_in_games.pdf)
|
||||
- [@article@Fuzzy Login in Games](https://www.michelepirovano.com/pdf/fuzzy_ai_in_games.pdf)
|
||||
@@ -5,4 +5,4 @@ Game AI is a subfield of artificial intelligence (AI) that is used to create vid
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Game AI](https://medium.com/@alidrsn/game-development-with-ai-strategy-tools-and-examples-7ae77257c062)
|
||||
- [@article@AI Game Development](https://modl.ai/ai-game-development/)
|
||||
- [@article@AI Game Development](https://modl.ai/ai-game-development/)
|
||||
@@ -5,4 +5,4 @@ Game AI is a subfield of artificial intelligence (AI) that is used to create vid
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Game AI](https://medium.com/@alidrsn/game-development-with-ai-strategy-tools-and-examples-7ae77257c062)
|
||||
- [@article@AI Game Development](https://modl.ai/ai-game-development/)
|
||||
- [@article@AI Game Development](https://modl.ai/ai-game-development/)
|
||||
@@ -1,8 +1,8 @@
|
||||
# Game Engine
|
||||
|
||||
A *Game Engine* is a software framework designed to facilitate the creation and development of video games. Developers use them to create games for consoles, mobile devices, and personal computers. The core functionality typically provided by a game engine includes a rendering engine ("renderer") for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, and a scene graph. Game Engines can save a significant amount of development time by providing these reusable components. However, they aren't one-size-fits-all solutions, as developers must still customize much of the code to fit their games' unique needs. Some popular game engines are Unity, Unreal Engine, and Godot.
|
||||
A _Game Engine_ is a software framework designed to facilitate the creation and development of video games. Developers use them to create games for consoles, mobile devices, and personal computers. The core functionality typically provided by a game engine includes a rendering engine ("renderer") for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, and a scene graph. Game Engines can save a significant amount of development time by providing these reusable components. However, they aren't one-size-fits-all solutions, as developers must still customize much of the code to fit their games' unique needs. Some popular game engines are Unity, Unreal Engine, and Godot.
|
||||
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Game Engine](https://en.wikipedia.org/wiki/Game_engine)
|
||||
- [@video@Choosing a Game Engine is Easy!](https://www.youtube.com/watch?v=aMgB018o71U)
|
||||
- [@video@Choosing a Game Engine is Easy!](https://www.youtube.com/watch?v=aMgB018o71U)
|
||||
@@ -2,6 +2,6 @@
|
||||
|
||||
"Game Mathematics" is a critical aspect of game development that deals with the use of mathematical concepts to create and control game mechanics. This involves areas such as geometry for 3D modelling, logic for game rules, algebra for scoring systems, and trigonometry for movements or trajectories. Understanding game mathematics enables developers to implement features like physics simulation, AI behaviours, and procedural generation. Advanced topics include complex calculations for graphics (e.g., shaders, lighting) and calculus for continuous animation or advanced physics. The mathematical complexity depends on the game's demands, but a solid foundation is crucial for any game developer.
|
||||
|
||||
Learn more from the following resources:
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Game Math](https://gamemath.com/book/intro.html)
|
||||
- [@article@Game Math](https://gamemath.com/book/intro.html)
|
||||
@@ -5,4 +5,4 @@ Game Physics is an integral part of game development that simulates the laws of
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Game Physics](https://en.wikipedia.org/wiki/Game_physics)
|
||||
- [@article@Master Game Physics Today!](https://www.udemy.com/course/gamephysics/)
|
||||
- [@article@Master Game Physics Today!](https://www.udemy.com/course/gamephysics/)
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
GDScript is a high-level, dynamically-typed programming language designed specifically for the Godot Engine, an open-source game development platform. It is tailored for ease of use and rapid development of game logic and functionality. GDScript features a syntax similar to Python, which simplifies learning and coding for developers familiar with Python, while providing direct access to Godot's rich set of built-in functions and game-specific APIs. The language integrates closely with Godot's scene system and scripting environment, enabling developers to create and manipulate game objects, handle input, and control game behavior efficiently.
|
||||
|
||||
Learn more from the following resources:
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@official@GDScript Website](https://gdscript.com/)
|
||||
- [@video@How to program in Godot - GDScript Tutorial](https://www.youtube.com/watch?v=e1zJS31tr88)
|
||||
- [@video@How to program in Godot - GDScript Tutorial](https://www.youtube.com/watch?v=e1zJS31tr88)
|
||||
@@ -5,4 +5,4 @@ Geometry in game development refers to the mathematical study used to define the
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Game Geometry - Math is Fun](https://www.mathsisfun.com/geometry/index.html)
|
||||
- [@article@Geometry and Primitives for Games](https://dev.to/fkkarakurt/geometry-and-primitives-in-game-development-1og)
|
||||
- [@article@Geometry and Primitives for Games](https://dev.to/fkkarakurt/geometry-and-primitives-in-game-development-1og)
|
||||
@@ -6,4 +6,4 @@ Visit the following resources to learn more:
|
||||
|
||||
- [@article@Game Geometry - Math is Fun](https://en.wikipedia.org/wiki/Gilbert-Johnson-Keerthi_distance_algorithm)
|
||||
- [@article@The GJK Algorithm](https://medium.com/@mbayburt/walkthrough-of-the-gjk-collision-detection-algorithm-80823ef5c774)
|
||||
- [@video@GJK Algorithm Explanation & Implementation](https://www.youtube.com/watch?v=MDusDn8oTSE)
|
||||
- [@video@GJK Algorithm Explanation & Implementation](https://www.youtube.com/watch?v=MDusDn8oTSE)
|
||||
@@ -4,4 +4,4 @@
|
||||
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@GLSL Shaders](https://developer.mozilla.org/en-US/docs/Games/Techniques/3D_on_the_web/GLSL_Shaders)
|
||||
- [@article@GLSL Shaders](https://developer.mozilla.org/en-US/docs/Games/Techniques/3D_on_the_web/GLSL_Shaders)
|
||||
@@ -4,4 +4,4 @@ Goal oriented behavior in game development refers to the artificial intelligence
|
||||
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Goal Oriented Action Planning](https://duckduckgo.com/?q=Goal%20Oriented%20Behaviorin%20Game%20Dev+site:www.gamedeveloper.com)
|
||||
- [@article@Goal Oriented Action Planning](https://duckduckgo.com/?q=Goal%20Oriented%20Behaviorin%20Game%20Dev+site:www.gamedeveloper.com)
|
||||
@@ -4,9 +4,9 @@ Godot is an open-source, multi-platform game engine that is known for being feat
|
||||
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@opensource@godotengine/godot](https://github.com/godotengine/godot)
|
||||
- [@official@Godot](https://godotengine.org/)
|
||||
- [@official@Godot Documentation](https://docs.godotengine.org/en/stable/)
|
||||
- [@opensource@godotengine/godot](https://github.com/godotengine/godot)
|
||||
- [@video@Godot in 100 Seconds](https://www.youtube.com/watch?v=QKgTZWbwD1U)
|
||||
- [@video@Tutorial - How to make a Video Game in Godot](https://www.youtube.com/watch?v=LOhfqjmasi0)
|
||||
- [@video@Tutorial - How to make 3D Games in Godot](https://www.youtube.com/watch?v=ke5KpqcoiIU)
|
||||
- [@video@Tutorial - How to make 3D Games in Godot](https://www.youtube.com/watch?v=ke5KpqcoiIU)
|
||||
@@ -4,4 +4,4 @@ A Graphics API (Application Programming Interface) is a collection of commands,
|
||||
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Graphics API in Unity](https://docs.unity3d.com/2022.3/Documentation/ScriptReference/PlayerSettings.SetGraphicsAPIs.html)
|
||||
- [@article@Graphics API in Unity](https://docs.unity3d.com/2022.3/Documentation/ScriptReference/PlayerSettings.SetGraphicsAPIs.html)
|
||||
@@ -5,4 +5,4 @@ The **Graphics Pipeline**, also often referred to as the rendering pipeline, is
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Graphics Pipelines](https://www.cs.cornell.edu/courses/cs4620/2020fa/slides/11pipeline.pdf)
|
||||
- [@article@Definition of Graphics Pipeline](https://www.pcmag.com/encyclopedia/term/graphics-pipeline)
|
||||
- [@article@Definition of Graphics Pipeline](https://www.pcmag.com/encyclopedia/term/graphics-pipeline)
|
||||
@@ -4,4 +4,4 @@ Hermite refers to Hermite interpolation, a fundamental technique in game develop
|
||||
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Hermite Interpolation](https://en.wikipedia.org/wiki/Hermite_interpolation)
|
||||
- [@article@Hermite Interpolation](https://en.wikipedia.org/wiki/Hermite_interpolation)
|
||||
@@ -5,4 +5,4 @@
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@HLSL](https://en.wikipedia.org/wiki/High-Level_Shader_Language)
|
||||
- [@article@Comparison of HLSLs](https://docs.vulkan.org/guide/latest/high_level_shader_language_comparison.html)
|
||||
- [@article@Comparison of HLSLs](https://docs.vulkan.org/guide/latest/high_level_shader_language_comparison.html)
|
||||
@@ -4,4 +4,4 @@ In graphics, the horizon refers to a horizontal line that represents the visual
|
||||
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Vanishing Point](https://en.wikipedia.org/wiki/Vanishing_point)
|
||||
- [@article@Vanishing Point](https://en.wikipedia.org/wiki/Vanishing_point)
|
||||
@@ -1,9 +1,8 @@
|
||||
# Infinite
|
||||
|
||||
Infinite refers to concept that deals with rendering scenes or objects that extend beyond the visible boundaries of the screen. This is crucial for creating immersive environments, as it allows developers to simulate vast landscapes or endless spaces without the need to render every detail at once. Techniques such as level of detail (LOD), culling, and procedural generation are often employed to manage performance while maintaining the illusion of infinity.
|
||||
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Unlocking Infinite Worlds In Gaming](https://sdlccorp.com/post/procedural-generation-unlocking-infinite-worlds-in-gaming/)
|
||||
- [@article@Creating Infinite Game Worlds](https://medium.com/@lemapp09/beginning-game-development-creating-infinite-game-worlds-56f8a2ad5ae5)
|
||||
|
||||
# Infinite
|
||||
|
||||
Infinite refers to concept that deals with rendering scenes or objects that extend beyond the visible boundaries of the screen. This is crucial for creating immersive environments, as it allows developers to simulate vast landscapes or endless spaces without the need to render every detail at once. Techniques such as level of detail (LOD), culling, and procedural generation are often employed to manage performance while maintaining the illusion of infinity.
|
||||
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Unlocking Infinite Worlds In Gaming](https://sdlccorp.com/post/procedural-generation-unlocking-infinite-worlds-in-gaming/)
|
||||
- [@article@Creating Infinite Game Worlds](https://medium.com/@lemapp09/beginning-game-development-creating-infinite-game-worlds-56f8a2ad5ae5)
|
||||
@@ -5,4 +5,4 @@
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Intersection Tests for Games](https://www.gamedeveloper.com/game-platforms/simple-intersection-tests-for-games)
|
||||
- [@article@Intersection Geometry](https://www.petercollingridge.co.uk/tutorials/computational-geometry/line-line-intersections/)
|
||||
- [@article@Intersection Geometry](https://www.petercollingridge.co.uk/tutorials/computational-geometry/line-line-intersections/)
|
||||
@@ -6,4 +6,4 @@ Visit the following resources to learn more:
|
||||
|
||||
- [@official@Introduction to joints](https://docs.unity3d.com/Manual/Joints.html)
|
||||
- [@article@Character Rigging for Video Games](https://game-ace.com/blog/character-rigging-for-video-games/)
|
||||
- [@article@Joints in Unity](https://simonpham.medium.com/joints-in-unity-f9b602212524)
|
||||
- [@article@Joints in Unity](https://simonpham.medium.com/joints-in-unity-f9b602212524)
|
||||
@@ -5,4 +5,4 @@ Machine Learning is a field of study that gives computers the ability to learn w
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Machine Learning - Wiki](https://en.wikipedia.org/wiki/Machine_learning)
|
||||
- [@article@Machine Learning Explained](https://mitsloan.mit.edu/ideas-made-to-matter/machine-learning-explained)
|
||||
- [@article@Machine Learning Explained](https://mitsloan.mit.edu/ideas-made-to-matter/machine-learning-explained)
|
||||
@@ -5,4 +5,4 @@ In game development, a **light source** is a critical component that impacts the
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@The Art of Game Lighting](https://3dskillup.com/effective-lighting-for-games/)
|
||||
- [@article@Lightning Game Environments](https://cgcookie.com/posts/art-of-lighting-game-environments)
|
||||
- [@article@Lightning Game Environments](https://cgcookie.com/posts/art-of-lighting-game-environments)
|
||||
@@ -5,4 +5,4 @@ Light refers to a visual representation of illumination in a 3D environment. It
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Lightning in Game Environments](https://medium.com/my-games-company/using-light-and-color-in-game-development-a-beginners-guide-400edf4a7ae0)
|
||||
- [@article@The Art of Game Lighting](https://3dskillup.com/effective-lighting-for-games/)
|
||||
- [@article@The Art of Game Lighting](https://3dskillup.com/effective-lighting-for-games/)
|
||||
@@ -6,4 +6,4 @@ Visit the following resources to learn more:
|
||||
|
||||
- [@article@Lightning and Shadows](https://www.techspot.com/article/1998-how-to-3d-rendering-lighting-shadows/)
|
||||
- [@article@The Art of Game Lighting](https://3dskillup.com/effective-lighting-for-games/)
|
||||
- [@article@Introduction to Lighting in 3D Games](https://www.gridpaperstudio.com/post/introduction-to-lighting-in-3d-game-engines-a-beginner-s-guide)
|
||||
- [@article@Introduction to Lighting in 3D Games](https://www.gridpaperstudio.com/post/introduction-to-lighting-in-3d-game-engines-a-beginner-s-guide)
|
||||
@@ -5,5 +5,5 @@ Linear Algebra is a vital field in Mathematics that is extensively used in game
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Linear Algebra](https://en.wikipedia.org/wiki/Linear_algebra)
|
||||
- [@video@Linear Algebra Full Course by Kimberly Brehm](https://youtube.com/playlist?list=PLl-gb0E4MII03hiCrZa7YqxUMEeEPmZqK\&si=_r0WDwh94NKJbs_R)
|
||||
- [@feed@Explore top posts about Math](https://app.daily.dev/tags/math?ref=roadmapsh)
|
||||
- [@video@Linear Algebra Full Course by Kimberly Brehm](https://youtube.com/playlist?list=PLl-gb0E4MII03hiCrZa7YqxUMEeEPmZqK&si=_r0WDwh94NKJbs_R)
|
||||
- [@feed@Explore top posts about Math](https://app.daily.dev/tags/math?ref=roadmapsh)
|
||||
@@ -5,4 +5,4 @@
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Linear Transformation](https://en.wikipedia.org/wiki/Linear_map)
|
||||
- [@feed@Explore top posts about Math](https://app.daily.dev/tags/math?ref=roadmapsh)
|
||||
- [@feed@Explore top posts about Math](https://app.daily.dev/tags/math?ref=roadmapsh)
|
||||
@@ -5,4 +5,4 @@
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Linear Velocity](https://byjus.com/physics/linear-velocity/)
|
||||
- [@feed@Explore top posts about Math](https://app.daily.dev/tags/math?ref=roadmapsh)
|
||||
- [@feed@Explore top posts about Math](https://app.daily.dev/tags/math?ref=roadmapsh)
|
||||
@@ -5,4 +5,4 @@
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Designing Maps](https://www.gamedeveloper.com/design/designing-maps-that-complement-game-mechanics)
|
||||
- [@article@Mapping and Tiles in Game Development](https://code.tutsplus.com/an-introduction-to-creating-a-tile-map-engine--gamedev-10900t)
|
||||
- [@article@Mapping and Tiles in Game Development](https://code.tutsplus.com/an-introduction-to-creating-a-tile-map-engine--gamedev-10900t)
|
||||
@@ -5,4 +5,4 @@ A **Markov System** or **Markov Chain** represents a statistical model that is u
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Markov System](https://towardsdatascience.com/modeling-games-with-markov-chains-c7b614731a7f)
|
||||
- [@article@Using Markov Chain in Game Development](https://www.gamedeveloper.com/design/advanced-math-in-game-design-random-walks-and-markov-chains-in-action)
|
||||
- [@article@Using Markov Chain in Game Development](https://www.gamedeveloper.com/design/advanced-math-in-game-design-random-walks-and-markov-chains-in-action)
|
||||
@@ -5,4 +5,4 @@ In game development, a **matrix** is a fundamental part of game mathematics. It'
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Matrix Algebra and Game Programming](https://www.gameludere.com/2019/12/21/matrix-algebra-and-game-programming/)
|
||||
- [@article@Matrices in Game Development](https://dev.to/fkkarakurt/matrices-and-vectors-in-game-development-67h)
|
||||
- [@article@Matrices in Game Development](https://dev.to/fkkarakurt/matrices-and-vectors-in-game-development-67h)
|
||||
@@ -4,4 +4,4 @@
|
||||
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@MCTS Algorithm](https://en.wikipedia.org/wiki/Monte_Carlo_tree_search/)
|
||||
- [@article@MCTS Algorithm](https://en.wikipedia.org/wiki/Monte_Carlo_tree_search/)
|
||||
@@ -1,5 +1,5 @@
|
||||
# Metal
|
||||
|
||||
Metal is a low-level, high-performance, application programming interface (API) developed by Apple. It debuted in iOS 8 and is dedicated to graphics and data-parallel computations. Essentially, it's designed to exploit modern GPU architecture on Apple devices, optimizing performance and power efficiency. This API applies to various platforms, including iOS, macOS, and tvOS. In contrast to high-level APIs like OpenGL, Metal offers a much lower overhead, allowing more direct control over the GPU. For developers, it means that they can squeeze better performance out of the hardware compared to higher-level APIs. With Metal, developers have a much more detailed view and control on the GPU which results in better graphical output and smoother performance.
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@official@Metal Documentation](https://developer.apple.com/metal/)
|
||||
- [@official@Metal Documentation](https://developer.apple.com/metal/)
|
||||
@@ -5,4 +5,4 @@ In Physically Based Rendering (PBR), **Metallicity** is a critical property of a
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Metallicty in PBR](https://en.wikipedia.org/wiki/Physically_based_rendering)
|
||||
- [@article@What is PBR in 3D Games](https://www.adobe.com/products/substance3d/discover/pbr.html)
|
||||
- [@article@What is PBR in 3D Games](https://www.adobe.com/products/substance3d/discover/pbr.html)
|
||||
@@ -6,4 +6,4 @@ Visit the following resources to learn more:
|
||||
|
||||
- [@article@Subsurface Rendering](https://gamedev.net/forums/topic/600708-subsurface-scattering/)
|
||||
- [@article@Real Time Sub Surface Rendering](https://therealmjp.github.io/posts/sss-intro/)
|
||||
- [@video@Types of Subsurface Scattering](https://www.youtube.com/watch?v=GkjvYSbGHg4)
|
||||
- [@video@Types of Subsurface Scattering](https://www.youtube.com/watch?v=GkjvYSbGHg4)
|
||||
@@ -4,4 +4,4 @@
|
||||
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Minimax](https://en.wikipedia.org/wiki/Minimax)
|
||||
- [@article@Minimax](https://en.wikipedia.org/wiki/Minimax)
|
||||
@@ -4,4 +4,4 @@ The **moment of inertia**, also known as rotational inertia, is a measure of an
|
||||
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Moment of Inertia](https://en.wikipedia.org/wiki/Moment_of_inertia)
|
||||
- [@article@Moment of Inertia](https://en.wikipedia.org/wiki/Moment_of_inertia)
|
||||
@@ -4,4 +4,4 @@ In the context of game development and game API (Application Programming Interfa
|
||||
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Movement in Games](https://www.gamedeveloper.com/design/analyzing-core-character-movement-in-3d)
|
||||
- [@article@Movement in Games](https://www.gamedeveloper.com/design/analyzing-core-character-movement-in-3d)
|
||||
@@ -5,4 +5,4 @@ The Naive Bayes Classifier is a type of probabalistic machine learning model tha
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@How Naive Bayes Classifier Works?](https://www.machinelearningplus.com/predictive-modeling/how-naive-bayes-algorithm-works-with-example-and-full-code/)
|
||||
- [@article@Text Classification With Naive Bayes Classifier](https://gamedevacademy.org/text-classification-tutorial-with-naive-bayes/)
|
||||
- [@article@Text Classification With Naive Bayes Classifier](https://gamedevacademy.org/text-classification-tutorial-with-naive-bayes/)
|
||||
@@ -4,4 +4,4 @@ The **Narrow Phase** of collision detection is a process that dives deeply into
|
||||
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Narrow Phase in Game Development](https://rocketbrush.com/blog/game-development-process-guide)
|
||||
- [@article@Narrow Phase in Game Development](https://rocketbrush.com/blog/game-development-process-guide)
|
||||
@@ -7,4 +7,4 @@ Visit the following resources to learn more:
|
||||
- [@roadmap@Visit Dedicated C++ Roadmap](https://roadmap.sh/cpp)
|
||||
- [@roadmap@Visit Dedicated Rust Roadmap](https://roadmap.sh/rust)
|
||||
- [@article@Learn Game Development with C++](https://learn.microsoft.com/en-us/cpp/overview/game-development-cpp?view=msvc-170)
|
||||
- [@article@Building Games with Rust](https://rustmeup.com/building-games-with-rust)
|
||||
- [@article@Building Games with Rust](https://rustmeup.com/building-games-with-rust)
|
||||
@@ -5,4 +5,4 @@
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@OBB vs OBB Collision Detection](https://gamedev.stackexchange.com/questions/25397/obb-vs-obb-collision-detection)
|
||||
- [@article@Oriented Bounding Box](https://gamedev.stackexchange.com/questions/49041/oriented-bounding-box-how-to)
|
||||
- [@article@Oriented Bounding Box](https://gamedev.stackexchange.com/questions/49041/oriented-bounding-box-how-to)
|
||||
@@ -5,4 +5,4 @@ An **Occluder** in game development is basically a tool or method used to hide o
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@Occluder and How to Use Them](https://80.lv/articles/occluders-and-how-to-use-them-for-level-design/)
|
||||
- [@article@Occlusion Culling Tutorial](https://thegamedev.guru/unity-performance/occlusion-culling-tutorial/)
|
||||
- [@article@Occlusion Culling Tutorial](https://thegamedev.guru/unity-performance/occlusion-culling-tutorial/)
|
||||
@@ -5,4 +5,4 @@ OpenGL ES (Open Graphics Library for Embedded Systems) is a simplified version o
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@article@LVGL — Light and Versatile Embedded Graphics Library](https://lvgl.io/)
|
||||
- [@article@Embedded Lighting](http://embeddedlightning.com/ugui/)
|
||||
- [@article@Embedded Lighting](http://embeddedlightning.com/ugui/)
|
||||
@@ -6,4 +6,4 @@ Visit the following resources to learn more:
|
||||
|
||||
- [@official@Open Graphics Library](https://www.opengl.org/)
|
||||
- [@official@OpenGL Libraries](https://www.opengl.org/sdk/libs/)
|
||||
- [@video@OpenGL Tutorials](https://youtube.com/playlist?list=PLPaoO-vpZnumdcb4tZc4x5Q-v7CkrQ6M-&si=Mr71bYJMgoDhN9h-)
|
||||
- [@video@OpenGL Tutorials](https://youtube.com/playlist?list=PLPaoO-vpZnumdcb4tZc4x5Q-v7CkrQ6M-&si=Mr71bYJMgoDhN9h-)
|
||||
@@ -5,4 +5,4 @@
|
||||
Visit the following resources to learn more:
|
||||
|
||||
- [@official@OptiX by Nvidia](https://developer.nvidia.com/optix/)
|
||||
- [@official@OptiX API Documentation](https://developer.nvidia.com/rtx/ray-tracing/optix)
|
||||
- [@official@OptiX API Documentation](https://developer.nvidia.com/rtx/ray-tracing/optix)
|
||||
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