From e741acc4a7923ac4500da692e728af647c900089 Mon Sep 17 00:00:00 2001 From: "github-actions[bot]" <41898282+github-actions[bot]@users.noreply.github.com> Date: Tue, 4 Aug 2026 15:00:29 +0200 Subject: [PATCH] chore: sync content to repo (#10202) Co-authored-by: nilbuild <4921183+nilbuild@users.noreply.github.com> --- .../content/2d@Wq8siopWTD7sylNi0575X.md | 2 +- .../content/aabb@aTeYGd4JlPr5txNPyBezn.md | 2 +- .../ab-pruning@KYCi4d475zZfNwlj6HZVD.md | 2 +- .../acceleration@ejZMnxZ0QrN-jBqo9Vrj8.md | 2 +- ...advanced-rendering@CDYszS1U4v95GozB_drbt.md | 2 +- .../affine-space@r5TcXQsU9s4NlAQIPvZ3U.md | 2 +- ...ine-transformation@SkCreb6g4i-OFtJWhRYqO.md | 2 +- .../angular-velocity@Y7HYY5eq7OG42V9yQz0Q1.md | 2 +- ...ial-neural-network@AoH2r4EOHyZd8YaV24rBk.md | 2 +- .../behavior-tree@ztoW8fBY73Es624A_tjd7.md | 2 +- .../content/bezier@DUEEm9sAaZqSI-W-PFZ8f.md | 4 ++-- .../board-game@eoK70YRCz73GmzbNhh5kg.md | 2 +- .../bounding-volume@PLR_4yoRifoTzkOR4c7ym.md | 2 +- 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a/roadmaps/game-developer/content/2d@Wq8siopWTD7sylNi0575X.md b/roadmaps/game-developer/content/2d@Wq8siopWTD7sylNi0575X.md index 024f8d26b..4fb7a988d 100644 --- a/roadmaps/game-developer/content/2d@Wq8siopWTD7sylNi0575X.md +++ b/roadmaps/game-developer/content/2d@Wq8siopWTD7sylNi0575X.md @@ -5,4 +5,4 @@ Visit the following resources to learn more: - [@article@2D and 3D Game Development](https://hireindiandevelopers.medium.com/2d-and-3d-game-development-a-comprehensive-guide-7d22c4fdd706) -- [@article@How to Make a 2D Game](https://gamemaker.io/en/blog/how-to-make-a-2d-game) +- [@article@How to Make a 2D Game](https://gamemaker.io/en/blog/how-to-make-a-2d-game) \ No newline at end of file diff --git a/roadmaps/game-developer/content/aabb@aTeYGd4JlPr5txNPyBezn.md b/roadmaps/game-developer/content/aabb@aTeYGd4JlPr5txNPyBezn.md index 3def2f71d..9279dddf6 100644 --- a/roadmaps/game-developer/content/aabb@aTeYGd4JlPr5txNPyBezn.md +++ b/roadmaps/game-developer/content/aabb@aTeYGd4JlPr5txNPyBezn.md @@ -4,4 +4,4 @@ Visit the following resources to learn more: -- [@article@Axis-Aligned Bounding Box](https://gdbooks.gitbooks.io/3dcollisions/content/Chapter1/aabb.html) +- [@article@Axis-Aligned Bounding Box](https://gdbooks.gitbooks.io/3dcollisions/content/Chapter1/aabb.html) \ No newline at end of file diff --git a/roadmaps/game-developer/content/ab-pruning@KYCi4d475zZfNwlj6HZVD.md b/roadmaps/game-developer/content/ab-pruning@KYCi4d475zZfNwlj6HZVD.md index 7d1c5f1de..1e0877763 100644 --- a/roadmaps/game-developer/content/ab-pruning@KYCi4d475zZfNwlj6HZVD.md +++ b/roadmaps/game-developer/content/ab-pruning@KYCi4d475zZfNwlj6HZVD.md @@ -5,4 +5,4 @@ Visit the following resources to learn more: - [@article@AB Pruning](https://en.wikipedia.org/wiki/Alpha-beta_pruning) -- [@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) +- [@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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/acceleration@ejZMnxZ0QrN-jBqo9Vrj8.md b/roadmaps/game-developer/content/acceleration@ejZMnxZ0QrN-jBqo9Vrj8.md index ebc1caaad..f307f6cec 100644 --- a/roadmaps/game-developer/content/acceleration@ejZMnxZ0QrN-jBqo9Vrj8.md +++ b/roadmaps/game-developer/content/acceleration@ejZMnxZ0QrN-jBqo9Vrj8.md @@ -4,4 +4,4 @@ Visit the following resources to learn more: -- [@article@Simple Acceleration in Games](http://earok.net/sections/articles/game-dev/theory/simplified-acceleration-games) +- [@article@Simple Acceleration in Games](http://earok.net/sections/articles/game-dev/theory/simplified-acceleration-games) \ No newline at end of file diff --git a/roadmaps/game-developer/content/advanced-rendering@CDYszS1U4v95GozB_drbt.md b/roadmaps/game-developer/content/advanced-rendering@CDYszS1U4v95GozB_drbt.md index e42cfaf34..57c9cd524 100644 --- a/roadmaps/game-developer/content/advanced-rendering@CDYszS1U4v95GozB_drbt.md +++ b/roadmaps/game-developer/content/advanced-rendering@CDYszS1U4v95GozB_drbt.md @@ -5,4 +5,4 @@ Visit the following resources to learn more: - [@article@Advanced Rendering](https://www.advances.realtimerendering.com/) -- [@article@Advances in Real Time Rendering](https://www.advances.realtimerendering.com/s2024/index.html) +- [@article@Advances in Real Time Rendering](https://www.advances.realtimerendering.com/s2024/index.html) \ No newline at end of file diff --git a/roadmaps/game-developer/content/affine-space@r5TcXQsU9s4NlAQIPvZ3U.md b/roadmaps/game-developer/content/affine-space@r5TcXQsU9s4NlAQIPvZ3U.md index d6d8e8429..e15afac9a 100644 --- a/roadmaps/game-developer/content/affine-space@r5TcXQsU9s4NlAQIPvZ3U.md +++ b/roadmaps/game-developer/content/affine-space@r5TcXQsU9s4NlAQIPvZ3U.md @@ -5,4 +5,4 @@ In the context of game mathematics, an **Affine Space** is a fundamental concept Visit the following resources to learn more: - [@article@Affine Space](https://en.wikipedia.org/wiki/Affine_space) -- [@article@Understanding Affine Space](https://brilliant.org/wiki/affine-spaces/) +- [@article@Understanding Affine Space](https://brilliant.org/wiki/affine-spaces/) \ No newline at end of file diff --git a/roadmaps/game-developer/content/affine-transformation@SkCreb6g4i-OFtJWhRYqO.md b/roadmaps/game-developer/content/affine-transformation@SkCreb6g4i-OFtJWhRYqO.md index 2d542f701..a42401213 100644 --- a/roadmaps/game-developer/content/affine-transformation@SkCreb6g4i-OFtJWhRYqO.md +++ b/roadmaps/game-developer/content/affine-transformation@SkCreb6g4i-OFtJWhRYqO.md @@ -5,4 +5,4 @@ An **affine transformation**, in the context of game mathematics, is a function Visit the following resources to learn more: - [@article@Affine Transformation](https://www.gamedevs.org/uploads/affine-transformations.pdf) -- [@article@Understanding Affine Transformations](https://code.tutsplus.com/understanding-affine-transformations-with-matrix-mathematics--active-10884t) +- [@article@Understanding Affine Transformations](https://code.tutsplus.com/understanding-affine-transformations-with-matrix-mathematics--active-10884t) \ No newline at end of file diff --git a/roadmaps/game-developer/content/angular-velocity@Y7HYY5eq7OG42V9yQz0Q1.md b/roadmaps/game-developer/content/angular-velocity@Y7HYY5eq7OG42V9yQz0Q1.md index 12a2d1d05..7db2761b2 100644 --- a/roadmaps/game-developer/content/angular-velocity@Y7HYY5eq7OG42V9yQz0Q1.md +++ b/roadmaps/game-developer/content/angular-velocity@Y7HYY5eq7OG42V9yQz0Q1.md @@ -5,4 +5,4 @@ Angular velocity, denoted by the symbol 'ω', is a measure of the rate of change Visit the following resources to learn more: - [@article@Angular Velocity](https://allenchou.net/2013/12/game-physics-motion-dynamics-fundamentals/) -- [@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) +- [@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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/artificial-neural-network@AoH2r4EOHyZd8YaV24rBk.md b/roadmaps/game-developer/content/artificial-neural-network@AoH2r4EOHyZd8YaV24rBk.md index 69828ff2a..6f6ed9870 100644 --- a/roadmaps/game-developer/content/artificial-neural-network@AoH2r4EOHyZd8YaV24rBk.md +++ b/roadmaps/game-developer/content/artificial-neural-network@AoH2r4EOHyZd8YaV24rBk.md @@ -5,4 +5,4 @@ Artificial Neural Networks (ANN) are a branch of machine learning that draw insp Visit the following resources to learn more: - [@article@What is ANN?](https://www.coursera.org/articles/artificial-neural-network) -- [@article@What is Neural Network?](https://www.ibm.com/topics/neural-networks) +- [@article@What is Neural Network?](https://www.ibm.com/topics/neural-networks) \ No newline at end of file diff --git a/roadmaps/game-developer/content/behavior-tree@ztoW8fBY73Es624A_tjd7.md b/roadmaps/game-developer/content/behavior-tree@ztoW8fBY73Es624A_tjd7.md index ee0988d9f..bcfdad497 100644 --- a/roadmaps/game-developer/content/behavior-tree@ztoW8fBY73Es624A_tjd7.md +++ b/roadmaps/game-developer/content/behavior-tree@ztoW8fBY73Es624A_tjd7.md @@ -4,5 +4,5 @@ The **Behavior Tree** is a decision-making system used in game development, prim Visit the following resources to learn more: -- [@video@Unreal Engine 5 Tutorial - AI Part 2: Behavior Tree](https://www.youtube.com/watch?v=hbHqv9ov8IM&list=PL4G2bSPE_8uklDwraUCMKHRk2ZiW29R6e&index=3&t=16s) - [@article@Open Behavior Tree](https://sterberino.github.io/open-behavior-trees-documentation/index.html) +- [@video@Unreal Engine 5 Tutorial - AI Part 2: Behavior Tree](https://www.youtube.com/watch?v=hbHqv9ov8IM&list=PL4G2bSPE_8uklDwraUCMKHRk2ZiW29R6e&index=3&t=16s) \ No newline at end of file diff --git a/roadmaps/game-developer/content/bezier@DUEEm9sAaZqSI-W-PFZ8f.md b/roadmaps/game-developer/content/bezier@DUEEm9sAaZqSI-W-PFZ8f.md index 3220cd01b..db447424a 100644 --- a/roadmaps/game-developer/content/bezier@DUEEm9sAaZqSI-W-PFZ8f.md +++ b/roadmaps/game-developer/content/bezier@DUEEm9sAaZqSI-W-PFZ8f.md @@ -2,7 +2,7 @@ `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. -Learn more from the following resources: +Visit the following resources to learn more: - [@article@Bezier Curves for Your Games](http://devmag.org.za/2011/04/05/bzier-curves-a-tutorial/) -- [@video@Bezier Curves Explained](https://www.youtube.com/watch?v=pnYccz1Ha34) +- [@video@Bezier Curves Explained](https://www.youtube.com/watch?v=pnYccz1Ha34) \ No newline at end of file diff --git a/roadmaps/game-developer/content/board-game@eoK70YRCz73GmzbNhh5kg.md b/roadmaps/game-developer/content/board-game@eoK70YRCz73GmzbNhh5kg.md index f340e1896..5bf557fab 100644 --- a/roadmaps/game-developer/content/board-game@eoK70YRCz73GmzbNhh5kg.md +++ b/roadmaps/game-developer/content/board-game@eoK70YRCz73GmzbNhh5kg.md @@ -4,4 +4,4 @@ Visit the following resources to learn more: -- [@article@What is a Board Game?](https://code.tutsplus.com/how-to-learn-board-game-design-and-development--gamedev-11607a) +- [@article@What is a Board Game?](https://code.tutsplus.com/how-to-learn-board-game-design-and-development--gamedev-11607a) \ No newline at end of file diff --git a/roadmaps/game-developer/content/bounding-volume@PLR_4yoRifoTzkOR4c7ym.md b/roadmaps/game-developer/content/bounding-volume@PLR_4yoRifoTzkOR4c7ym.md index 7fa711722..ebf614c70 100644 --- a/roadmaps/game-developer/content/bounding-volume@PLR_4yoRifoTzkOR4c7ym.md +++ b/roadmaps/game-developer/content/bounding-volume@PLR_4yoRifoTzkOR4c7ym.md @@ -5,4 +5,4 @@ Visit the following resources to learn more: - [@article@Collision Detection in 3D Games](https://developer.mozilla.org/en-US/docs/Games/Techniques/3D_collision_detection) -- [@article@Visualizing Bounding Volume](https://www.haroldserrano.com/blog/visualizing-the-boundary-volume-hierarchy-collision-algorithm) +- [@article@Visualizing Bounding Volume](https://www.haroldserrano.com/blog/visualizing-the-boundary-volume-hierarchy-collision-algorithm) \ No newline at end of file diff --git a/roadmaps/game-developer/content/broad-phase@AKd2UpITqBZV7cZszSRps.md b/roadmaps/game-developer/content/broad-phase@AKd2UpITqBZV7cZszSRps.md index 39afd78b6..0778654a4 100644 --- a/roadmaps/game-developer/content/broad-phase@AKd2UpITqBZV7cZszSRps.md +++ b/roadmaps/game-developer/content/broad-phase@AKd2UpITqBZV7cZszSRps.md @@ -4,4 +4,4 @@ Visit the following resources to learn more: -- [@article@Broad Phase Collision Detection](http://buildnewgames.com/broad-phase-collision-detection/) +- [@article@Broad Phase Collision Detection](http://buildnewgames.com/broad-phase-collision-detection/) \ No newline at end of file diff --git a/roadmaps/game-developer/content/bump@r4UkMd5QURbvJ3Jlr_H9H.md b/roadmaps/game-developer/content/bump@r4UkMd5QURbvJ3Jlr_H9H.md index f95bb0ec8..85916e3c1 100644 --- a/roadmaps/game-developer/content/bump@r4UkMd5QURbvJ3Jlr_H9H.md +++ b/roadmaps/game-developer/content/bump@r4UkMd5QURbvJ3Jlr_H9H.md @@ -1,9 +1,9 @@ -# Bump - -`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. - -Learn more from the following resources: - -- [@article@Bump Maps](https://developer.valvesoftware.com/wiki/Bump_map) -- [@video@Normals, Normal maps and Bump maps](https://www.youtube.com/watch?v=l5PYyzsZED8) -- [@video@Bump, normal and displacement](https://www.youtube.com/watch?v=43Ilra6fNGc) +# Bump + +`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. + +Visit the following resources to learn more: + +- [@article@Bump Maps](https://developer.valvesoftware.com/wiki/Bump_map) +- [@video@Normals, Normal maps and Bump maps](https://www.youtube.com/watch?v=l5PYyzsZED8) +- [@video@Bump, normal and displacement](https://www.youtube.com/watch?v=43Ilra6fNGc) \ No newline at end of file diff --git a/roadmaps/game-developer/content/buoyancy@WzcmdW_fKHv3gwdBnvI0_.md b/roadmaps/game-developer/content/buoyancy@WzcmdW_fKHv3gwdBnvI0_.md index 9debe6715..5e7647c09 100644 --- a/roadmaps/game-developer/content/buoyancy@WzcmdW_fKHv3gwdBnvI0_.md +++ b/roadmaps/game-developer/content/buoyancy@WzcmdW_fKHv3gwdBnvI0_.md @@ -2,6 +2,6 @@ **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. -Learn more from the following resources: +Visit the following resources to learn more: -- [@article@Buoyancy in Game Development](https://www.gamedeveloper.com/programming/water-interaction-model-for-boats-in-video-games-part-2) +- [@article@Buoyancy in Game Development](https://www.gamedeveloper.com/programming/water-interaction-model-for-boats-in-video-games-part-2) \ No newline at end of file diff --git a/roadmaps/game-developer/content/bvh@FCc5xwb_G3VsDRXOcg3hV.md b/roadmaps/game-developer/content/bvh@FCc5xwb_G3VsDRXOcg3hV.md index 575a0a229..8b2ba4429 100644 --- a/roadmaps/game-developer/content/bvh@FCc5xwb_G3VsDRXOcg3hV.md +++ b/roadmaps/game-developer/content/bvh@FCc5xwb_G3VsDRXOcg3hV.md @@ -4,4 +4,4 @@ BVH, or Bounding Volume Hierarchy, is an algorithm used in 3D computer graphics Visit the following resources to learn more: -- [@opensource@UnityBoundingVolumeHeirachy](https://github.com/rossborchers/UnityBoundingVolumeHeirachy) +- [@opensource@UnityBoundingVolumeHeirachy](https://github.com/rossborchers/UnityBoundingVolumeHeirachy) \ No newline at end of file diff --git a/roadmaps/game-developer/content/c@Ph3ZqmSnwwzUBUC-6dgf-.md b/roadmaps/game-developer/content/c@Ph3ZqmSnwwzUBUC-6dgf-.md index 08284243c..6c537d594 100644 --- a/roadmaps/game-developer/content/c@Ph3ZqmSnwwzUBUC-6dgf-.md +++ b/roadmaps/game-developer/content/c@Ph3ZqmSnwwzUBUC-6dgf-.md @@ -1,8 +1,8 @@ # C Sharp -**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. +**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. Visit the following resources to learn more: - [@official@Learn C#](https://learn.microsoft.com/en-us/dotnet/csharp/) -- [@article@C Sharp Programming Language](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) +- [@article@C Sharp Programming Language](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) \ No newline at end of file diff --git a/roadmaps/game-developer/content/cascaded@Lu38SfZ38y89BffLRMmGk.md b/roadmaps/game-developer/content/cascaded@Lu38SfZ38y89BffLRMmGk.md index e44051476..8a77e883c 100644 --- a/roadmaps/game-developer/content/cascaded@Lu38SfZ38y89BffLRMmGk.md +++ b/roadmaps/game-developer/content/cascaded@Lu38SfZ38y89BffLRMmGk.md @@ -4,4 +4,4 @@ Cascaded usually refers to cascaded shadow maps, a technique for rendering reali Visit the following resources to learn more: -- [@article@Cascading Shadows](https://www.gamedev.net/forums/topic/632574-cascading-shadow-maps-best-approach-to-learn/4988720/) +- [@article@Cascading Shadows](https://www.gamedev.net/forums/topic/632574-cascading-shadow-maps-best-approach-to-learn/4988720/) \ No newline at end of file diff --git a/roadmaps/game-developer/content/catmull-rom@N9GoA3YvOaKwYjljj6NZv.md b/roadmaps/game-developer/content/catmull-rom@N9GoA3YvOaKwYjljj6NZv.md index a8275d237..2314597b6 100644 --- a/roadmaps/game-developer/content/catmull-rom@N9GoA3YvOaKwYjljj6NZv.md +++ b/roadmaps/game-developer/content/catmull-rom@N9GoA3YvOaKwYjljj6NZv.md @@ -5,4 +5,4 @@ The **Catmull-Rom** spline is a form of interpolation used in 2D and 3D graphics Visit the following resources to learn more: - [@article@Catmull Rom](https://gamedev.net/forums/topic/535895-catmull-rom-in-shmups/) -- [@article@Catmull Rom Spline - Game Development](https://gamedev.stackexchange.com/questions/47354/catmull-rom-spline-constant-speed) +- [@article@Catmull Rom Spline - Game Development](https://gamedev.stackexchange.com/questions/47354/catmull-rom-spline-constant-speed) \ No newline at end of file diff --git a/roadmaps/game-developer/content/cc@jsq0UXnIIC0Z_nbK2w48f.md b/roadmaps/game-developer/content/cc@jsq0UXnIIC0Z_nbK2w48f.md index e1fe31744..f33f7d282 100644 --- a/roadmaps/game-developer/content/cc@jsq0UXnIIC0Z_nbK2w48f.md +++ b/roadmaps/game-developer/content/cc@jsq0UXnIIC0Z_nbK2w48f.md @@ -7,4 +7,4 @@ On the other hand, **C++** follows the paradigm of both procedural and object-or Visit the following resources to learn more: - [@article@C Programming Language](https://en.wikipedia.org/wiki/C_%28programming_language%29) -- [@article@C++ Programming Language](https://en.wikipedia.org/wiki/C%2B%2B) +- [@article@C++ Programming Language](https://en.wikipedia.org/wiki/C%2B%2B) \ No newline at end of file diff --git a/roadmaps/game-developer/content/ccd@1yK8TH4Pn7Ag8VQoug54i.md b/roadmaps/game-developer/content/ccd@1yK8TH4Pn7Ag8VQoug54i.md index fdf0cf85d..b7cf88b5d 100644 --- a/roadmaps/game-developer/content/ccd@1yK8TH4Pn7Ag8VQoug54i.md +++ b/roadmaps/game-developer/content/ccd@1yK8TH4Pn7Ag8VQoug54i.md @@ -4,4 +4,4 @@ Visit the following resources to learn more: -- [@article@Continuous Collision Detection](https://docs.unity3d.com/Manual/ContinuousCollisionDetection.html) +- [@article@Continuous Collision Detection](https://docs.unity3d.com/Manual/ContinuousCollisionDetection.html) \ No newline at end of file diff --git a/roadmaps/game-developer/content/center-of-mass@HWtU4q-YPXxSi64t43VNF.md b/roadmaps/game-developer/content/center-of-mass@HWtU4q-YPXxSi64t43VNF.md index fe31cb343..429f06b07 100644 --- a/roadmaps/game-developer/content/center-of-mass@HWtU4q-YPXxSi64t43VNF.md +++ b/roadmaps/game-developer/content/center-of-mass@HWtU4q-YPXxSi64t43VNF.md @@ -1,8 +1,8 @@ # Center of Mass -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. +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. Visit the following resources to learn more: - [@article@Center of Mass](https://medium.com/@brazmogu/physics-for-game-dev-a-platformer-physics-cheatsheet-f34b09064558) -- [@video@Playing With Unreal Engine Physics: Center of Mass](https://www.youtube.com/watch?v=JVX7TA8GkzE) +- [@video@Playing With Unreal Engine Physics: Center of Mass](https://www.youtube.com/watch?v=JVX7TA8GkzE) \ No newline at end of file diff --git a/roadmaps/game-developer/content/client-side-development@rQArtuVKGVgLn_fw9yO3b.md b/roadmaps/game-developer/content/client-side-development@rQArtuVKGVgLn_fw9yO3b.md index 22e104536..e8a27dee1 100644 --- a/roadmaps/game-developer/content/client-side-development@rQArtuVKGVgLn_fw9yO3b.md +++ b/roadmaps/game-developer/content/client-side-development@rQArtuVKGVgLn_fw9yO3b.md @@ -4,4 +4,4 @@ In game development, the term "Client Side" refers to all the operations and act Visit the following resources to learn more: -- [@article@Client Side Architecture](https://gabrielgambetta.com/client-server-game-architecture.html) +- [@article@Client Side Architecture](https://gabrielgambetta.com/client-server-game-architecture.html) \ No newline at end of file diff --git a/roadmaps/game-developer/content/clipping@xP_VDMu1z9jiVnZaBFKJQ.md b/roadmaps/game-developer/content/clipping@xP_VDMu1z9jiVnZaBFKJQ.md index 53873919c..c777fdf0b 100644 --- a/roadmaps/game-developer/content/clipping@xP_VDMu1z9jiVnZaBFKJQ.md +++ b/roadmaps/game-developer/content/clipping@xP_VDMu1z9jiVnZaBFKJQ.md @@ -4,4 +4,4 @@ Visit the following resources to learn more: -- [@article@Clipping in Games](https://www.haroldserrano.com/blog/what-is-clipping-in-opengl) +- [@article@Clipping in Games](https://www.haroldserrano.com/blog/what-is-clipping-in-opengl) \ No newline at end of file diff --git a/roadmaps/game-developer/content/collision-detection@AdOfOJtLtNgDwuABb6orE.md b/roadmaps/game-developer/content/collision-detection@AdOfOJtLtNgDwuABb6orE.md index 838522bb1..80f096cd5 100644 --- a/roadmaps/game-developer/content/collision-detection@AdOfOJtLtNgDwuABb6orE.md +++ b/roadmaps/game-developer/content/collision-detection@AdOfOJtLtNgDwuABb6orE.md @@ -4,4 +4,4 @@ Visit the following resources to learn more: -- [@article@Collision Detection in Games](https://developer.mozilla.org/en-US/docs/Games/Tutorials/2D_Breakout_game_pure_JavaScript/Collision_detection) +- [@article@Collision Detection in Games](https://developer.mozilla.org/en-US/docs/Games/Tutorials/2D_Breakout_game_pure_JavaScript/Collision_detection) \ No newline at end of file diff --git a/roadmaps/game-developer/content/color@WK6fLWJq9Vh2ySVrSqd-U.md b/roadmaps/game-developer/content/color@WK6fLWJq9Vh2ySVrSqd-U.md index c76183051..1d2e30af4 100644 --- a/roadmaps/game-developer/content/color@WK6fLWJq9Vh2ySVrSqd-U.md +++ b/roadmaps/game-developer/content/color@WK6fLWJq9Vh2ySVrSqd-U.md @@ -2,6 +2,6 @@ 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. -Learn more from the following resources: +Visit the following resources to learn more: -- [@video@Pixar in a Box - Color](https://www.khanacademy.org/computing/pixar/animate/ball/v/intro-animation) +- [@video@Pixar in a Box - Color](https://www.khanacademy.org/computing/pixar/animate/ball/v/intro-animation) \ No newline at end of file diff --git a/roadmaps/game-developer/content/computer-animation@1RdyzTI_TXqmct2bIbNh9.md b/roadmaps/game-developer/content/computer-animation@1RdyzTI_TXqmct2bIbNh9.md index 70c2ae3bb..10b7159ba 100644 --- a/roadmaps/game-developer/content/computer-animation@1RdyzTI_TXqmct2bIbNh9.md +++ b/roadmaps/game-developer/content/computer-animation@1RdyzTI_TXqmct2bIbNh9.md @@ -5,4 +5,4 @@ Computer animation refers to the art of creating moving images via the use of co Visit the following resources to learn more: - [@article@Computer Animation](https://www.adobe.com/uk/creativecloud/animation/discover/computer-animation.html) -- [@article@What is Computer Animation?](https://unity.com/topics/what-is-computer-animation) +- [@article@What is Computer Animation?](https://unity.com/topics/what-is-computer-animation) \ No newline at end of file diff --git a/roadmaps/game-developer/content/computer-graphics@lIb5MeDoqVj6HycveOgTS.md b/roadmaps/game-developer/content/computer-graphics@lIb5MeDoqVj6HycveOgTS.md index 5230019d9..a0679d48d 100644 --- a/roadmaps/game-developer/content/computer-graphics@lIb5MeDoqVj6HycveOgTS.md +++ b/roadmaps/game-developer/content/computer-graphics@lIb5MeDoqVj6HycveOgTS.md @@ -5,4 +5,4 @@ Computer Graphics is a subfield of computer science that studies methods for dig Visit the following resources to learn more: - [@article@Introduction to Computer Graphics](https://open.umn.edu/opentextbooks/textbooks/420) -- [@video@How do Video Game Graphics Work?](https://www.youtube.com/watch?v=C8YtdC8mxTU) +- [@video@How do Video Game Graphics Work?](https://www.youtube.com/watch?v=C8YtdC8mxTU) \ No newline at end of file diff --git a/roadmaps/game-developer/content/concave@jslk7Gy58VspO1uXGDgBp.md b/roadmaps/game-developer/content/concave@jslk7Gy58VspO1uXGDgBp.md index 15a0aff84..54d94f792 100644 --- a/roadmaps/game-developer/content/concave@jslk7Gy58VspO1uXGDgBp.md +++ b/roadmaps/game-developer/content/concave@jslk7Gy58VspO1uXGDgBp.md @@ -4,4 +4,4 @@ In game development, a shape is said to be "concave" if it has an interior angle Visit the following resources to learn more: -- [@article@What is Concave Shape?](https://dev.to/fkkarakurt/geometry-and-primitives-in-game-development-1og) +- [@article@What is Concave Shape?](https://dev.to/fkkarakurt/geometry-and-primitives-in-game-development-1og) \ No newline at end of file diff --git a/roadmaps/game-developer/content/conservation-of-energy@H3hkafXO9zqEnWuwHa38P.md b/roadmaps/game-developer/content/conservation-of-energy@H3hkafXO9zqEnWuwHa38P.md index bace2d4ec..ae24fc8ce 100644 --- a/roadmaps/game-developer/content/conservation-of-energy@H3hkafXO9zqEnWuwHa38P.md +++ b/roadmaps/game-developer/content/conservation-of-energy@H3hkafXO9zqEnWuwHa38P.md @@ -4,4 +4,4 @@ In the realm of physically-based rendering, **translucency** and **transparency* Visit the following resources to learn more: -- [@article@What is Concave Shape?](https://dev.to/fkkarakurt/geometry-and-primitives-in-game-development-1og) +- [@article@What is Concave Shape?](https://dev.to/fkkarakurt/geometry-and-primitives-in-game-development-1og) \ No newline at end of file diff --git a/roadmaps/game-developer/content/convex-decomposition@bgP9NpD0DJGqN4VCt65xP.md b/roadmaps/game-developer/content/convex-decomposition@bgP9NpD0DJGqN4VCt65xP.md index e48e6a746..5bb6a5ae7 100644 --- a/roadmaps/game-developer/content/convex-decomposition@bgP9NpD0DJGqN4VCt65xP.md +++ b/roadmaps/game-developer/content/convex-decomposition@bgP9NpD0DJGqN4VCt65xP.md @@ -4,4 +4,4 @@ Visit the following resources to learn more: -- [@article@Convex Decomposition for 3D](https://colin97.github.io/CoACD/) +- [@article@Convex Decomposition for 3D](https://colin97.github.io/CoACD/) \ No newline at end of file diff --git a/roadmaps/game-developer/content/convex-hull@jixffcPBELkhoG0e7Te8g.md b/roadmaps/game-developer/content/convex-hull@jixffcPBELkhoG0e7Te8g.md index ac3abb372..2a8038c2a 100644 --- a/roadmaps/game-developer/content/convex-hull@jixffcPBELkhoG0e7Te8g.md +++ b/roadmaps/game-developer/content/convex-hull@jixffcPBELkhoG0e7Te8g.md @@ -4,4 +4,4 @@ The **Convex Hull** is a foundational concept used in various areas of game deve Visit the following resources to learn more: -- [@article@Convex Decomposition for 3D](https://colin97.github.io/CoACD/) +- [@article@Convex Decomposition for 3D](https://colin97.github.io/CoACD/) \ No newline at end of file diff --git a/roadmaps/game-developer/content/convex@pG_V12qhS4HevoP_KHTvh.md b/roadmaps/game-developer/content/convex@pG_V12qhS4HevoP_KHTvh.md index 717384866..c492d056f 100644 --- a/roadmaps/game-developer/content/convex@pG_V12qhS4HevoP_KHTvh.md +++ b/roadmaps/game-developer/content/convex@pG_V12qhS4HevoP_KHTvh.md @@ -4,4 +4,4 @@ The term "convex" in game development relates primarily to shapes and collision Visit the following resources to learn more: -- [@article@Convex in Game Development](https://dev.to/fkkarakurt/geometry-and-primitives-in-game-development-1og) +- [@article@Convex in Game Development](https://dev.to/fkkarakurt/geometry-and-primitives-in-game-development-1og) \ No newline at end of file diff --git a/roadmaps/game-developer/content/convexity@YLusnwCba7BIdKOYUoY6F.md b/roadmaps/game-developer/content/convexity@YLusnwCba7BIdKOYUoY6F.md index fb5920c85..358ec81b2 100644 --- a/roadmaps/game-developer/content/convexity@YLusnwCba7BIdKOYUoY6F.md +++ b/roadmaps/game-developer/content/convexity@YLusnwCba7BIdKOYUoY6F.md @@ -4,4 +4,4 @@ Convexity is a significant concept used in game development, particularly in the Visit the following resources to learn more: -- [@article@Convexity in Game Development](https://www.gamedeveloper.com/game-platforms/understanding-convexity-in-ltv-modelling) +- [@article@Convexity in Game Development](https://www.gamedeveloper.com/game-platforms/understanding-convexity-in-ltv-modelling) \ No newline at end of file diff --git a/roadmaps/game-developer/content/cube@cv1-AwewuqJsZDBI3h84G.md b/roadmaps/game-developer/content/cube@cv1-AwewuqJsZDBI3h84G.md index 2c092c1e3..62aae1a1f 100644 --- a/roadmaps/game-developer/content/cube@cv1-AwewuqJsZDBI3h84G.md +++ b/roadmaps/game-developer/content/cube@cv1-AwewuqJsZDBI3h84G.md @@ -4,4 +4,4 @@ In computer graphics, "cube" in the context of shadows often refers to using a c Visit the following resources to learn more: -- [@article@Draw a Cube](https://dev-tut.com/2022/unity-draw-a-debug-cube/) +- [@article@Draw a Cube](https://dev-tut.com/2022/unity-draw-a-debug-cube/) \ No newline at end of file diff --git a/roadmaps/game-developer/content/culling@1gdDeUPBRco10LpOxug4k.md b/roadmaps/game-developer/content/culling@1gdDeUPBRco10LpOxug4k.md index f94dc1bd6..cd5eb7207 100644 --- a/roadmaps/game-developer/content/culling@1gdDeUPBRco10LpOxug4k.md +++ b/roadmaps/game-developer/content/culling@1gdDeUPBRco10LpOxug4k.md @@ -5,4 +5,4 @@ Visit the following resources to learn more: - [@article@Culling in Game Development](https://medium.com/@niitwork0921/what-is-culling-in-game-design-a97c0b6344dd) -- [@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/) \ No newline at end of file diff --git a/roadmaps/game-developer/content/curve@YTkOF_33oL1ZkA-loc_DP.md b/roadmaps/game-developer/content/curve@YTkOF_33oL1ZkA-loc_DP.md index a73b889e3..cdd27d236 100644 --- a/roadmaps/game-developer/content/curve@YTkOF_33oL1ZkA-loc_DP.md +++ b/roadmaps/game-developer/content/curve@YTkOF_33oL1ZkA-loc_DP.md @@ -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/) \ No newline at end of file diff --git a/roadmaps/game-developer/content/dbvt@XHFV4d6Ab4kWQ3-XcZTyT.md b/roadmaps/game-developer/content/dbvt@XHFV4d6Ab4kWQ3-XcZTyT.md index 6171d5f4e..4b8cb8a50 100644 --- a/roadmaps/game-developer/content/dbvt@XHFV4d6Ab4kWQ3-XcZTyT.md +++ b/roadmaps/game-developer/content/dbvt@XHFV4d6Ab4kWQ3-XcZTyT.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/decision-learning@ul5XnVwQCwr4ZaL4kBNpd.md b/roadmaps/game-developer/content/decision-learning@ul5XnVwQCwr4ZaL4kBNpd.md index 98dfa7c2e..cee408c17 100644 --- a/roadmaps/game-developer/content/decision-learning@ul5XnVwQCwr4ZaL4kBNpd.md +++ b/roadmaps/game-developer/content/decision-learning@ul5XnVwQCwr4ZaL4kBNpd.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/decision-making@Ky-95ipdgyPZGAIdqwMCk.md b/roadmaps/game-developer/content/decision-making@Ky-95ipdgyPZGAIdqwMCk.md index a06ef0ff2..ec92fb716 100644 --- a/roadmaps/game-developer/content/decision-making@Ky-95ipdgyPZGAIdqwMCk.md +++ b/roadmaps/game-developer/content/decision-making@Ky-95ipdgyPZGAIdqwMCk.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/decision-tree-learning@sz1047M8_kScjth84yPwU.md b/roadmaps/game-developer/content/decision-tree-learning@sz1047M8_kScjth84yPwU.md index 8b18584ae..e2a892940 100644 --- a/roadmaps/game-developer/content/decision-tree-learning@sz1047M8_kScjth84yPwU.md +++ b/roadmaps/game-developer/content/decision-tree-learning@sz1047M8_kScjth84yPwU.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/decision-tree@rwGivalwv2ozdSlVMSc4U.md b/roadmaps/game-developer/content/decision-tree@rwGivalwv2ozdSlVMSc4U.md index c51689b30..4a1ac0b78 100644 --- a/roadmaps/game-developer/content/decision-tree@rwGivalwv2ozdSlVMSc4U.md +++ b/roadmaps/game-developer/content/decision-tree@rwGivalwv2ozdSlVMSc4U.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/deep-learning@ltkEyfuDxExs7knqs79ya.md b/roadmaps/game-developer/content/deep-learning@ltkEyfuDxExs7knqs79ya.md index 693a4a976..6af5d006e 100644 --- a/roadmaps/game-developer/content/deep-learning@ltkEyfuDxExs7knqs79ya.md +++ b/roadmaps/game-developer/content/deep-learning@ltkEyfuDxExs7knqs79ya.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/diffuse@0g1z5G2dsF4PTIfFAG984.md b/roadmaps/game-developer/content/diffuse@0g1z5G2dsF4PTIfFAG984.md index 8af7f6eac..73bc2523d 100644 --- a/roadmaps/game-developer/content/diffuse@0g1z5G2dsF4PTIfFAG984.md +++ b/roadmaps/game-developer/content/diffuse@0g1z5G2dsF4PTIfFAG984.md @@ -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/) \ No newline at end of file diff --git a/roadmaps/game-developer/content/directional@foD8K7V0yIxgeXwl687Bv.md b/roadmaps/game-developer/content/directional@foD8K7V0yIxgeXwl687Bv.md index 77acbba6a..788bc0918 100644 --- a/roadmaps/game-developer/content/directional@foD8K7V0yIxgeXwl687Bv.md +++ b/roadmaps/game-developer/content/directional@foD8K7V0yIxgeXwl687Bv.md @@ -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/) \ No newline at end of file diff --git a/roadmaps/game-developer/content/directx-ray-tracing@qoIkw9o8iMx7MzUyVYoR2.md b/roadmaps/game-developer/content/directx-ray-tracing@qoIkw9o8iMx7MzUyVYoR2.md index d491e8e26..cbb6b208f 100644 --- a/roadmaps/game-developer/content/directx-ray-tracing@qoIkw9o8iMx7MzUyVYoR2.md +++ b/roadmaps/game-developer/content/directx-ray-tracing@qoIkw9o8iMx7MzUyVYoR2.md @@ -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/) \ No newline at end of file diff --git a/roadmaps/game-developer/content/directx@bgWFV09AtDv1yJS5t0EaB.md b/roadmaps/game-developer/content/directx@bgWFV09AtDv1yJS5t0EaB.md index fe483e179..fa7e3e6d4 100644 --- a/roadmaps/game-developer/content/directx@bgWFV09AtDv1yJS5t0EaB.md +++ b/roadmaps/game-developer/content/directx@bgWFV09AtDv1yJS5t0EaB.md @@ -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/) \ No newline at end of file diff --git a/roadmaps/game-developer/content/dynamics@0D7KQlF-9ylmILTBBVxot.md b/roadmaps/game-developer/content/dynamics@0D7KQlF-9ylmILTBBVxot.md index e3e7ef936..da14b74c4 100644 --- a/roadmaps/game-developer/content/dynamics@0D7KQlF-9ylmILTBBVxot.md +++ b/roadmaps/game-developer/content/dynamics@0D7KQlF-9ylmILTBBVxot.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/epa@vWLKYK2KUzV1fO-vQunzW.md b/roadmaps/game-developer/content/epa@vWLKYK2KUzV1fO-vQunzW.md index d6c06e499..fa80e2702 100644 --- a/roadmaps/game-developer/content/epa@vWLKYK2KUzV1fO-vQunzW.md +++ b/roadmaps/game-developer/content/epa@vWLKYK2KUzV1fO-vQunzW.md @@ -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/) \ No newline at end of file diff --git a/roadmaps/game-developer/content/euler-angle@L0J2kvveJNsmN9ueXhqKf.md b/roadmaps/game-developer/content/euler-angle@L0J2kvveJNsmN9ueXhqKf.md index 17dbdc708..822db1a6b 100644 --- a/roadmaps/game-developer/content/euler-angle@L0J2kvveJNsmN9ueXhqKf.md +++ b/roadmaps/game-developer/content/euler-angle@L0J2kvveJNsmN9ueXhqKf.md @@ -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/) \ No newline at end of file diff --git a/roadmaps/game-developer/content/fog@2ocwC0P1-ZFmjA9EmA1lV.md b/roadmaps/game-developer/content/fog@2ocwC0P1-ZFmjA9EmA1lV.md index e2b5768f1..d58e2324c 100644 --- a/roadmaps/game-developer/content/fog@2ocwC0P1-ZFmjA9EmA1lV.md +++ b/roadmaps/game-developer/content/fog@2ocwC0P1-ZFmjA9EmA1lV.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/force@qduFRhmrzJ2sn0g7L-tza.md b/roadmaps/game-developer/content/force@qduFRhmrzJ2sn0g7L-tza.md index fb5071bf5..e0ff30125 100644 --- a/roadmaps/game-developer/content/force@qduFRhmrzJ2sn0g7L-tza.md +++ b/roadmaps/game-developer/content/force@qduFRhmrzJ2sn0g7L-tza.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/friction@Hz9R4YGYtD0jAur8rYist.md b/roadmaps/game-developer/content/friction@Hz9R4YGYtD0jAur8rYist.md index d803e816e..d55b32410 100644 --- a/roadmaps/game-developer/content/friction@Hz9R4YGYtD0jAur8rYist.md +++ b/roadmaps/game-developer/content/friction@Hz9R4YGYtD0jAur8rYist.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/frustum@UcLGWYu41Ok2NYdLNIY5C.md b/roadmaps/game-developer/content/frustum@UcLGWYu41Ok2NYdLNIY5C.md index 3b0fac47c..23fedd5ff 100644 --- a/roadmaps/game-developer/content/frustum@UcLGWYu41Ok2NYdLNIY5C.md +++ b/roadmaps/game-developer/content/frustum@UcLGWYu41Ok2NYdLNIY5C.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/fuzzy-logic@4ZCVUpYrCT14d_JULulLe.md b/roadmaps/game-developer/content/fuzzy-logic@4ZCVUpYrCT14d_JULulLe.md index 85b85db4a..489cb3734 100644 --- a/roadmaps/game-developer/content/fuzzy-logic@4ZCVUpYrCT14d_JULulLe.md +++ b/roadmaps/game-developer/content/fuzzy-logic@4ZCVUpYrCT14d_JULulLe.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/game-ai@Hpf_CPmLpCSP8Qo07Kq1X.md b/roadmaps/game-developer/content/game-ai@Hpf_CPmLpCSP8Qo07Kq1X.md index f96b49d44..52b65cbb3 100644 --- a/roadmaps/game-developer/content/game-ai@Hpf_CPmLpCSP8Qo07Kq1X.md +++ b/roadmaps/game-developer/content/game-ai@Hpf_CPmLpCSP8Qo07Kq1X.md @@ -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/) \ No newline at end of file diff --git a/roadmaps/game-developer/content/game-ai@Hpk8eOaOepERMmOvUgkxa.md b/roadmaps/game-developer/content/game-ai@Hpk8eOaOepERMmOvUgkxa.md index f96b49d44..52b65cbb3 100644 --- a/roadmaps/game-developer/content/game-ai@Hpk8eOaOepERMmOvUgkxa.md +++ b/roadmaps/game-developer/content/game-ai@Hpk8eOaOepERMmOvUgkxa.md @@ -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/) \ No newline at end of file diff --git a/roadmaps/game-developer/content/game-engine@fv5tivGad2P9GRZOodfn2.md b/roadmaps/game-developer/content/game-engine@fv5tivGad2P9GRZOodfn2.md index b4ca6de2a..0677da4eb 100644 --- a/roadmaps/game-developer/content/game-engine@fv5tivGad2P9GRZOodfn2.md +++ b/roadmaps/game-developer/content/game-engine@fv5tivGad2P9GRZOodfn2.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/game-mathematics@m1wX27XBWKXZcTMH2U1xp.md b/roadmaps/game-developer/content/game-mathematics@m1wX27XBWKXZcTMH2U1xp.md index 34a916b23..95edcc22b 100644 --- a/roadmaps/game-developer/content/game-mathematics@m1wX27XBWKXZcTMH2U1xp.md +++ b/roadmaps/game-developer/content/game-mathematics@m1wX27XBWKXZcTMH2U1xp.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/game-physics@UTBnrQiZ6Bf96yJYIUf3b.md b/roadmaps/game-developer/content/game-physics@UTBnrQiZ6Bf96yJYIUf3b.md index 6b306368f..06e065fed 100644 --- a/roadmaps/game-developer/content/game-physics@UTBnrQiZ6Bf96yJYIUf3b.md +++ b/roadmaps/game-developer/content/game-physics@UTBnrQiZ6Bf96yJYIUf3b.md @@ -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/) \ No newline at end of file diff --git a/roadmaps/game-developer/content/gdscript@AaRZiItRcn8fYb5R62vfT.md b/roadmaps/game-developer/content/gdscript@AaRZiItRcn8fYb5R62vfT.md index 44e688ebe..cee2540cd 100644 --- a/roadmaps/game-developer/content/gdscript@AaRZiItRcn8fYb5R62vfT.md +++ b/roadmaps/game-developer/content/gdscript@AaRZiItRcn8fYb5R62vfT.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/geometry@XWxW2ZBw3LcQ4DRk4tgAG.md b/roadmaps/game-developer/content/geometry@XWxW2ZBw3LcQ4DRk4tgAG.md index 2c05b3051..b3c76a759 100644 --- a/roadmaps/game-developer/content/geometry@XWxW2ZBw3LcQ4DRk4tgAG.md +++ b/roadmaps/game-developer/content/geometry@XWxW2ZBw3LcQ4DRk4tgAG.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/gjk@lwd3Gz9bJEKCIwhXD6m-v.md b/roadmaps/game-developer/content/gjk@lwd3Gz9bJEKCIwhXD6m-v.md index 7d3c62b8e..6e5568637 100644 --- a/roadmaps/game-developer/content/gjk@lwd3Gz9bJEKCIwhXD6m-v.md +++ b/roadmaps/game-developer/content/gjk@lwd3Gz9bJEKCIwhXD6m-v.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/glsl@j8mWMFMQCEIPUzegDDsm1.md b/roadmaps/game-developer/content/glsl@j8mWMFMQCEIPUzegDDsm1.md index 81f05a525..75f59e4ae 100644 --- a/roadmaps/game-developer/content/glsl@j8mWMFMQCEIPUzegDDsm1.md +++ b/roadmaps/game-developer/content/glsl@j8mWMFMQCEIPUzegDDsm1.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/goal-oriented-behavior@Cuc0xvCAkVyUtwOxO_Uua.md b/roadmaps/game-developer/content/goal-oriented-behavior@Cuc0xvCAkVyUtwOxO_Uua.md index befc99368..0fed4ae96 100644 --- a/roadmaps/game-developer/content/goal-oriented-behavior@Cuc0xvCAkVyUtwOxO_Uua.md +++ b/roadmaps/game-developer/content/goal-oriented-behavior@Cuc0xvCAkVyUtwOxO_Uua.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/godot@7OffO2mBmfBKqPBTZ9ngI.md b/roadmaps/game-developer/content/godot@7OffO2mBmfBKqPBTZ9ngI.md index 552c73c4d..cadbf7f0f 100644 --- a/roadmaps/game-developer/content/godot@7OffO2mBmfBKqPBTZ9ngI.md +++ b/roadmaps/game-developer/content/godot@7OffO2mBmfBKqPBTZ9ngI.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/graphics-api@Kx7O7RLp7aPGtOvK8e314.md b/roadmaps/game-developer/content/graphics-api@Kx7O7RLp7aPGtOvK8e314.md index c23453ab3..4b7f02f10 100644 --- a/roadmaps/game-developer/content/graphics-api@Kx7O7RLp7aPGtOvK8e314.md +++ b/roadmaps/game-developer/content/graphics-api@Kx7O7RLp7aPGtOvK8e314.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/graphics-pipeline@shSRnMf4NONuZ3TGPAoQc.md b/roadmaps/game-developer/content/graphics-pipeline@shSRnMf4NONuZ3TGPAoQc.md index d87a1b427..bce77f4fd 100644 --- a/roadmaps/game-developer/content/graphics-pipeline@shSRnMf4NONuZ3TGPAoQc.md +++ b/roadmaps/game-developer/content/graphics-pipeline@shSRnMf4NONuZ3TGPAoQc.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/hermite@m4AuHjEBnHS0wyATG-I1Z.md b/roadmaps/game-developer/content/hermite@m4AuHjEBnHS0wyATG-I1Z.md index c70195b4a..948c01945 100644 --- a/roadmaps/game-developer/content/hermite@m4AuHjEBnHS0wyATG-I1Z.md +++ b/roadmaps/game-developer/content/hermite@m4AuHjEBnHS0wyATG-I1Z.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/hlsl@wYUDJb-q1rtM4w2QV3Wr1.md b/roadmaps/game-developer/content/hlsl@wYUDJb-q1rtM4w2QV3Wr1.md index 20e223de3..ec850072a 100644 --- a/roadmaps/game-developer/content/hlsl@wYUDJb-q1rtM4w2QV3Wr1.md +++ b/roadmaps/game-developer/content/hlsl@wYUDJb-q1rtM4w2QV3Wr1.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/horizon@9cBOfj58I4hBlxlQIyV9g.md b/roadmaps/game-developer/content/horizon@9cBOfj58I4hBlxlQIyV9g.md index 461cb9631..c4a3f04d0 100644 --- a/roadmaps/game-developer/content/horizon@9cBOfj58I4hBlxlQIyV9g.md +++ b/roadmaps/game-developer/content/horizon@9cBOfj58I4hBlxlQIyV9g.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/infinite@sC3omOmL2DOyTSvET5cDa.md b/roadmaps/game-developer/content/infinite@sC3omOmL2DOyTSvET5cDa.md index 5bb59e34b..59e218aed 100644 --- a/roadmaps/game-developer/content/infinite@sC3omOmL2DOyTSvET5cDa.md +++ b/roadmaps/game-developer/content/infinite@sC3omOmL2DOyTSvET5cDa.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/intersection@vmRYaXNVCe0N73xG8bsEK.md b/roadmaps/game-developer/content/intersection@vmRYaXNVCe0N73xG8bsEK.md index 170765ed3..e1d013b11 100644 --- a/roadmaps/game-developer/content/intersection@vmRYaXNVCe0N73xG8bsEK.md +++ b/roadmaps/game-developer/content/intersection@vmRYaXNVCe0N73xG8bsEK.md @@ -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/) \ No newline at end of file diff --git a/roadmaps/game-developer/content/joints@m2_wUW2VHMCXHnn5B91qr.md b/roadmaps/game-developer/content/joints@m2_wUW2VHMCXHnn5B91qr.md index 96e084e71..7b2cb2457 100644 --- a/roadmaps/game-developer/content/joints@m2_wUW2VHMCXHnn5B91qr.md +++ b/roadmaps/game-developer/content/joints@m2_wUW2VHMCXHnn5B91qr.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/learning@9_OcZ9rzedDFfwEYxAghh.md b/roadmaps/game-developer/content/learning@9_OcZ9rzedDFfwEYxAghh.md index 1e1f0f663..fa6a77d3f 100644 --- a/roadmaps/game-developer/content/learning@9_OcZ9rzedDFfwEYxAghh.md +++ b/roadmaps/game-developer/content/learning@9_OcZ9rzedDFfwEYxAghh.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/light-source@VLrcBE1vb6N5fw5YESCge.md b/roadmaps/game-developer/content/light-source@VLrcBE1vb6N5fw5YESCge.md index 6e06b3e8d..d2a52188e 100644 --- a/roadmaps/game-developer/content/light-source@VLrcBE1vb6N5fw5YESCge.md +++ b/roadmaps/game-developer/content/light-source@VLrcBE1vb6N5fw5YESCge.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/light@_1LkU258hzizSIgXipE0b.md b/roadmaps/game-developer/content/light@_1LkU258hzizSIgXipE0b.md index 7e8a01a4b..ddb91ecc8 100644 --- a/roadmaps/game-developer/content/light@_1LkU258hzizSIgXipE0b.md +++ b/roadmaps/game-developer/content/light@_1LkU258hzizSIgXipE0b.md @@ -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/) \ No newline at end of file diff --git a/roadmaps/game-developer/content/lighting-and-shadow@DDN3mn0LTueBhjRzXFcbU.md b/roadmaps/game-developer/content/lighting-and-shadow@DDN3mn0LTueBhjRzXFcbU.md index ecdfb39f7..ac5e263f3 100644 --- a/roadmaps/game-developer/content/lighting-and-shadow@DDN3mn0LTueBhjRzXFcbU.md +++ b/roadmaps/game-developer/content/lighting-and-shadow@DDN3mn0LTueBhjRzXFcbU.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/linear-algebra@grRf-MmaXimDB4iODOV47.md b/roadmaps/game-developer/content/linear-algebra@grRf-MmaXimDB4iODOV47.md index fe7e6b7e5..2fd716fc6 100644 --- a/roadmaps/game-developer/content/linear-algebra@grRf-MmaXimDB4iODOV47.md +++ b/roadmaps/game-developer/content/linear-algebra@grRf-MmaXimDB4iODOV47.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/linear-transformation@XABzEU9owCx9-zw1id9xU.md b/roadmaps/game-developer/content/linear-transformation@XABzEU9owCx9-zw1id9xU.md index 701c67ce9..b49f7a8df 100644 --- a/roadmaps/game-developer/content/linear-transformation@XABzEU9owCx9-zw1id9xU.md +++ b/roadmaps/game-developer/content/linear-transformation@XABzEU9owCx9-zw1id9xU.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/linear-velocity@Z_U6abGV_wVkTGZ2LVkFK.md b/roadmaps/game-developer/content/linear-velocity@Z_U6abGV_wVkTGZ2LVkFK.md index 33390e0a6..9b8366a58 100644 --- a/roadmaps/game-developer/content/linear-velocity@Z_U6abGV_wVkTGZ2LVkFK.md +++ b/roadmaps/game-developer/content/linear-velocity@Z_U6abGV_wVkTGZ2LVkFK.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/mapping@THMmnx8p_P0X-dSPoHvst.md b/roadmaps/game-developer/content/mapping@THMmnx8p_P0X-dSPoHvst.md index e36bcb98e..83dcc1748 100644 --- a/roadmaps/game-developer/content/mapping@THMmnx8p_P0X-dSPoHvst.md +++ b/roadmaps/game-developer/content/mapping@THMmnx8p_P0X-dSPoHvst.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/markov-system@c6j-30p84vk3MZEF1R2hN.md b/roadmaps/game-developer/content/markov-system@c6j-30p84vk3MZEF1R2hN.md index e0951b88a..0a29339ab 100644 --- a/roadmaps/game-developer/content/markov-system@c6j-30p84vk3MZEF1R2hN.md +++ b/roadmaps/game-developer/content/markov-system@c6j-30p84vk3MZEF1R2hN.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/matrix@Kg6Mg9ieUUGXWX9Lai7B0.md b/roadmaps/game-developer/content/matrix@Kg6Mg9ieUUGXWX9Lai7B0.md index e02d4818e..95e11adbc 100644 --- a/roadmaps/game-developer/content/matrix@Kg6Mg9ieUUGXWX9Lai7B0.md +++ b/roadmaps/game-developer/content/matrix@Kg6Mg9ieUUGXWX9Lai7B0.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/mcts@QD9TfZn3yhGPVwiyJ6d0V.md b/roadmaps/game-developer/content/mcts@QD9TfZn3yhGPVwiyJ6d0V.md index 341934baf..5682623b0 100644 --- a/roadmaps/game-developer/content/mcts@QD9TfZn3yhGPVwiyJ6d0V.md +++ b/roadmaps/game-developer/content/mcts@QD9TfZn3yhGPVwiyJ6d0V.md @@ -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/) \ No newline at end of file diff --git a/roadmaps/game-developer/content/metal@oEznLciLxZJaulMlBGgg4.md b/roadmaps/game-developer/content/metal@oEznLciLxZJaulMlBGgg4.md index e73fe7fb3..91f42c43c 100644 --- a/roadmaps/game-developer/content/metal@oEznLciLxZJaulMlBGgg4.md +++ b/roadmaps/game-developer/content/metal@oEznLciLxZJaulMlBGgg4.md @@ -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/) \ No newline at end of file diff --git a/roadmaps/game-developer/content/metallicity@olY1ibR7kw1yJ58TfU-37.md b/roadmaps/game-developer/content/metallicity@olY1ibR7kw1yJ58TfU-37.md index f27113b69..48414a8b2 100644 --- a/roadmaps/game-developer/content/metallicity@olY1ibR7kw1yJ58TfU-37.md +++ b/roadmaps/game-developer/content/metallicity@olY1ibR7kw1yJ58TfU-37.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/microsurface-scattering@YrQgfjsdLCIUxrwflpEHO.md b/roadmaps/game-developer/content/microsurface-scattering@YrQgfjsdLCIUxrwflpEHO.md index ffd361136..f2fd84f2c 100644 --- a/roadmaps/game-developer/content/microsurface-scattering@YrQgfjsdLCIUxrwflpEHO.md +++ b/roadmaps/game-developer/content/microsurface-scattering@YrQgfjsdLCIUxrwflpEHO.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/minimax@oOjGqicW3eqRwWyIwJdBA.md b/roadmaps/game-developer/content/minimax@oOjGqicW3eqRwWyIwJdBA.md index 87a49b810..acfe08f22 100644 --- a/roadmaps/game-developer/content/minimax@oOjGqicW3eqRwWyIwJdBA.md +++ b/roadmaps/game-developer/content/minimax@oOjGqicW3eqRwWyIwJdBA.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/moment-of-inertia@6E2mkXuAzoYnrT1SEIA16.md b/roadmaps/game-developer/content/moment-of-inertia@6E2mkXuAzoYnrT1SEIA16.md index 6e2df0a3b..44ec1a526 100644 --- a/roadmaps/game-developer/content/moment-of-inertia@6E2mkXuAzoYnrT1SEIA16.md +++ b/roadmaps/game-developer/content/moment-of-inertia@6E2mkXuAzoYnrT1SEIA16.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/movement@mUyzX-DXnIKDl-r9o8d38.md b/roadmaps/game-developer/content/movement@mUyzX-DXnIKDl-r9o8d38.md index 001bc27b2..fb4007f97 100644 --- a/roadmaps/game-developer/content/movement@mUyzX-DXnIKDl-r9o8d38.md +++ b/roadmaps/game-developer/content/movement@mUyzX-DXnIKDl-r9o8d38.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/naive-bayes-classifier@aw1BAGqrdBBmUwB6vMF_A.md b/roadmaps/game-developer/content/naive-bayes-classifier@aw1BAGqrdBBmUwB6vMF_A.md index e964a510a..eaf882e47 100644 --- a/roadmaps/game-developer/content/naive-bayes-classifier@aw1BAGqrdBBmUwB6vMF_A.md +++ b/roadmaps/game-developer/content/naive-bayes-classifier@aw1BAGqrdBBmUwB6vMF_A.md @@ -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/) \ No newline at end of file diff --git a/roadmaps/game-developer/content/narrow-phase@SuemqQuiePab0Qpm2EGy9.md b/roadmaps/game-developer/content/narrow-phase@SuemqQuiePab0Qpm2EGy9.md index fbc9e8892..75431ee5f 100644 --- a/roadmaps/game-developer/content/narrow-phase@SuemqQuiePab0Qpm2EGy9.md +++ b/roadmaps/game-developer/content/narrow-phase@SuemqQuiePab0Qpm2EGy9.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/native@CeAUEN233L4IoFSZtIvvl.md b/roadmaps/game-developer/content/native@CeAUEN233L4IoFSZtIvvl.md index 80952b0e8..19713bdb9 100644 --- a/roadmaps/game-developer/content/native@CeAUEN233L4IoFSZtIvvl.md +++ b/roadmaps/game-developer/content/native@CeAUEN233L4IoFSZtIvvl.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/obb@7nGtvbxoEAheiF4IPMfPf.md b/roadmaps/game-developer/content/obb@7nGtvbxoEAheiF4IPMfPf.md index 39f824582..f597e69a2 100644 --- a/roadmaps/game-developer/content/obb@7nGtvbxoEAheiF4IPMfPf.md +++ b/roadmaps/game-developer/content/obb@7nGtvbxoEAheiF4IPMfPf.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/occluder@MlLYqO_8JDNOwKRvaM-bf.md b/roadmaps/game-developer/content/occluder@MlLYqO_8JDNOwKRvaM-bf.md index 4ee4b6e83..08c5604f4 100644 --- a/roadmaps/game-developer/content/occluder@MlLYqO_8JDNOwKRvaM-bf.md +++ b/roadmaps/game-developer/content/occluder@MlLYqO_8JDNOwKRvaM-bf.md @@ -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/) \ No newline at end of file diff --git a/roadmaps/game-developer/content/opengl-es@EVOiWAeZsIvjLTt3EYu-6.md b/roadmaps/game-developer/content/opengl-es@EVOiWAeZsIvjLTt3EYu-6.md index f6e43c04b..06375c5cb 100644 --- a/roadmaps/game-developer/content/opengl-es@EVOiWAeZsIvjLTt3EYu-6.md +++ b/roadmaps/game-developer/content/opengl-es@EVOiWAeZsIvjLTt3EYu-6.md @@ -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/) \ No newline at end of file diff --git a/roadmaps/game-developer/content/opengl@ffa5-YxRhE3zhWg7KXQ4r.md b/roadmaps/game-developer/content/opengl@ffa5-YxRhE3zhWg7KXQ4r.md index 1f8d2bdc7..53af8e36a 100644 --- a/roadmaps/game-developer/content/opengl@ffa5-YxRhE3zhWg7KXQ4r.md +++ b/roadmaps/game-developer/content/opengl@ffa5-YxRhE3zhWg7KXQ4r.md @@ -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-) \ No newline at end of file diff --git a/roadmaps/game-developer/content/optix@GDLysy3__cbYidEaOmFze.md b/roadmaps/game-developer/content/optix@GDLysy3__cbYidEaOmFze.md index fe49a2ed2..0825109cb 100644 --- a/roadmaps/game-developer/content/optix@GDLysy3__cbYidEaOmFze.md +++ b/roadmaps/game-developer/content/optix@GDLysy3__cbYidEaOmFze.md @@ -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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/orientation@iIWEjpkNFBj4R5wQ0mcWY.md b/roadmaps/game-developer/content/orientation@iIWEjpkNFBj4R5wQ0mcWY.md index 36df1aade..290351298 100644 --- a/roadmaps/game-developer/content/orientation@iIWEjpkNFBj4R5wQ0mcWY.md +++ b/roadmaps/game-developer/content/orientation@iIWEjpkNFBj4R5wQ0mcWY.md @@ -5,4 +5,4 @@ In the context of game development, **Orientation** refers to the aspect or dire Visit the following resources to learn more: - [@article@Orientation of Character](https://medium.com/@dev.szabo.endre/a-bit-e-of-game-dev-math-01-character-movement-with-vectors-effc862a1e4f) -- [@article@Vector Maths for Game Developers](https://www.gamedeveloper.com/programming/vector-maths-for-game-dev-beginners) +- [@article@Vector Maths for Game Developers](https://www.gamedeveloper.com/programming/vector-maths-for-game-dev-beginners) \ No newline at end of file diff --git a/roadmaps/game-developer/content/orthogonal@d6C1qFv-Tad3AtMBDLI6r.md b/roadmaps/game-developer/content/orthogonal@d6C1qFv-Tad3AtMBDLI6r.md index 776eafd84..dc1e8750f 100644 --- a/roadmaps/game-developer/content/orthogonal@d6C1qFv-Tad3AtMBDLI6r.md +++ b/roadmaps/game-developer/content/orthogonal@d6C1qFv-Tad3AtMBDLI6r.md @@ -4,4 +4,4 @@ Orthogonal projection, or orthographic projection, is a type of parallelogram pr Visit the following resources to learn more: -- [@article@Orthogonal Projection](https://medium.com/retronator-magazine/game-developers-guide-to-graphical-projections-with-video-game-examples-part-1-introduction-aa3d051c137d) +- [@article@Orthogonal Projection](https://medium.com/retronator-magazine/game-developers-guide-to-graphical-projections-with-video-game-examples-part-1-introduction-aa3d051c137d) \ No newline at end of file diff --git a/roadmaps/game-developer/content/parallax@YGeGleEN203nokiZIYJN8.md b/roadmaps/game-developer/content/parallax@YGeGleEN203nokiZIYJN8.md index 293703560..497726160 100644 --- a/roadmaps/game-developer/content/parallax@YGeGleEN203nokiZIYJN8.md +++ b/roadmaps/game-developer/content/parallax@YGeGleEN203nokiZIYJN8.md @@ -4,4 +4,4 @@ In game development and graphics, parallax refers to the apparent displacement o Visit the following resources to learn more: -- [@article@Parallax Effect](https://www.encora.com/insights/how-to-take-advantage-of-parallax-in-programming-and-video-games) +- [@article@Parallax Effect](https://www.encora.com/insights/how-to-take-advantage-of-parallax-in-programming-and-video-games) \ No newline at end of file diff --git a/roadmaps/game-developer/content/perspective@LEJymJ2EaAW5FM5LgKW38.md b/roadmaps/game-developer/content/perspective@LEJymJ2EaAW5FM5LgKW38.md index 3fccfec29..d62013c5f 100644 --- a/roadmaps/game-developer/content/perspective@LEJymJ2EaAW5FM5LgKW38.md +++ b/roadmaps/game-developer/content/perspective@LEJymJ2EaAW5FM5LgKW38.md @@ -4,4 +4,4 @@ In game development, **Perspective** plays a significant role in creating a thre Visit the following resources to learn more: -- [@article@Perspective in Games](https://www.gamedeveloper.com/design/making-the-most-out-of-the-first-person-perspectives) +- [@article@Perspective in Games](https://www.gamedeveloper.com/design/making-the-most-out-of-the-first-person-perspectives) \ No newline at end of file diff --git a/roadmaps/game-developer/content/physically-based-rendering@XvFtMHrYsBREmuerE7CGc.md b/roadmaps/game-developer/content/physically-based-rendering@XvFtMHrYsBREmuerE7CGc.md index 5e1cb4472..ac8afce25 100644 --- a/roadmaps/game-developer/content/physically-based-rendering@XvFtMHrYsBREmuerE7CGc.md +++ b/roadmaps/game-developer/content/physically-based-rendering@XvFtMHrYsBREmuerE7CGc.md @@ -4,4 +4,4 @@ Physically Based Rendering (PBR) is a technique in computer graphics that aims t Visit the following resources to learn more: -- [@article@Physically-Based Rendering](https://dev.epicgames.com/community/learning/tutorials/Yx3q/unreal-engine-physically-based-rendering-pbr-explained-in-depth) +- [@article@Physically-Based Rendering](https://dev.epicgames.com/community/learning/tutorials/Yx3q/unreal-engine-physically-based-rendering-pbr-explained-in-depth) \ No newline at end of file diff --git a/roadmaps/game-developer/content/point@aNhyXWW2b7yKTv8y14zk9.md b/roadmaps/game-developer/content/point@aNhyXWW2b7yKTv8y14zk9.md index 02f215f15..d472e51a3 100644 --- a/roadmaps/game-developer/content/point@aNhyXWW2b7yKTv8y14zk9.md +++ b/roadmaps/game-developer/content/point@aNhyXWW2b7yKTv8y14zk9.md @@ -5,4 +5,4 @@ Point lights are one of the most common types of lights used in computer graphic Visit the following resources to learn more: - [@article@The Basics of Lighting](https://blog.logrocket.com/lighting-basics-unity/) -- [@article@Types of Lighting Component](https://docs.unity3d.com/6000.0/Documentation/Manual/Lighting.html) +- [@article@Types of Lighting Component](https://docs.unity3d.com/6000.0/Documentation/Manual/Lighting.html) \ No newline at end of file diff --git a/roadmaps/game-developer/content/polygon@-r15srXTBLnUGokpXKclH.md b/roadmaps/game-developer/content/polygon@-r15srXTBLnUGokpXKclH.md index eb4175341..ad90c4e8d 100644 --- a/roadmaps/game-developer/content/polygon@-r15srXTBLnUGokpXKclH.md +++ b/roadmaps/game-developer/content/polygon@-r15srXTBLnUGokpXKclH.md @@ -4,4 +4,4 @@ In computer graphics and game development, a polygon is a 2D or 3D shape compose Visit the following resources to learn more: -- [@article@Polygons and Shading](https://electronics.howstuffworks.com/3do5.htm) +- [@article@Polygons and Shading](https://electronics.howstuffworks.com/3do5.htm) \ No newline at end of file diff --git a/roadmaps/game-developer/content/polyhedron@GHfLMtgmc36OCvjQvW_Su.md b/roadmaps/game-developer/content/polyhedron@GHfLMtgmc36OCvjQvW_Su.md index 9308967aa..482e77054 100644 --- a/roadmaps/game-developer/content/polyhedron@GHfLMtgmc36OCvjQvW_Su.md +++ b/roadmaps/game-developer/content/polyhedron@GHfLMtgmc36OCvjQvW_Su.md @@ -5,4 +5,4 @@ In computer graphics and game development, a polyhedron is a 3D shape composed o Visit the following resources to learn more: - [@article@Mesh Triangulation and Polyhedron](https://gamedev.stackexchange.com/questions/140978/need-some-insight-on-mesh-triangulation-and-geodesic-spheres) -- [@article@Polyhedron Game Physics](https://gamedev.net/forums/topic/653589-misc-polyhedon-related-posts-for-game-physics/) +- [@article@Polyhedron Game Physics](https://gamedev.net/forums/topic/653589-misc-polyhedon-related-posts-for-game-physics/) \ No newline at end of file diff --git a/roadmaps/game-developer/content/programming-languages@4YgbrXLXf5mfaL2tlYkzk.md b/roadmaps/game-developer/content/programming-languages@4YgbrXLXf5mfaL2tlYkzk.md index c2b6648e5..6378be071 100644 --- a/roadmaps/game-developer/content/programming-languages@4YgbrXLXf5mfaL2tlYkzk.md +++ b/roadmaps/game-developer/content/programming-languages@4YgbrXLXf5mfaL2tlYkzk.md @@ -8,4 +8,4 @@ Visit the following resources to learn more: - [@roadmap@Visit Dedicated Rust Roadmap](https://roadmap.sh/rust) - [@roadmap@Visit Dedicated Java Roadmap](https://roadmap.sh/java) - [@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) \ No newline at end of file diff --git a/roadmaps/game-developer/content/projection@5qfoD77wU4ETI7rUSy4Nc.md b/roadmaps/game-developer/content/projection@5qfoD77wU4ETI7rUSy4Nc.md index 454ed2bfa..be45fcd12 100644 --- a/roadmaps/game-developer/content/projection@5qfoD77wU4ETI7rUSy4Nc.md +++ b/roadmaps/game-developer/content/projection@5qfoD77wU4ETI7rUSy4Nc.md @@ -4,4 +4,4 @@ Visit the following resources to learn more: -- [@article@Mesh Triangulation and Polyhedron](https://mathworld.wolfram.com/Projection.html) +- [@article@Mesh Triangulation and Polyhedron](https://mathworld.wolfram.com/Projection.html) \ No newline at end of file diff --git a/roadmaps/game-developer/content/python@AJp_QRLgSG5ETXDIjUjmm.md b/roadmaps/game-developer/content/python@AJp_QRLgSG5ETXDIjUjmm.md index a9e66b1fe..784cebbfc 100644 --- a/roadmaps/game-developer/content/python@AJp_QRLgSG5ETXDIjUjmm.md +++ b/roadmaps/game-developer/content/python@AJp_QRLgSG5ETXDIjUjmm.md @@ -1,9 +1,9 @@ # Python -Python is a popular high-level programming language that was designed by Guido van Rossum and published in 1991. It is preferred for its simplicity in learning and usage, making it a great choice for beginners. Python's design philosophy emphasizes code readability with its use of significant indentation. Its language constructs and object-oriented approach aim to help developers write clear, logical code for small and large-scale projects. Python is dynamically-typed and garbage-collected. Moreover, it supports multiple programming paradigms, including procedural, object-oriented, and functional programming. Python is often used for web development, software development, database operations, and machine learning. Although not typically used for game development, some game developers utilize Python for scripting and automating tasks. +Python is a popular high-level programming language that was designed by Guido van Rossum and published in 1991. It is preferred for its simplicity in learning and usage, making it a great choice for beginners. Python's design philosophy emphasizes code readability with its use of significant indentation. Its language constructs and object-oriented approach aim to help developers write clear, logical code for small and large-scale projects. Python is dynamically-typed and garbage-collected. Moreover, it supports multiple programming paradigms, including procedural, object-oriented, and functional programming. Python is often used for web development, software development, database operations, and machine learning. Although not typically used for game development, some game developers utilize Python for scripting and automating tasks. Visit the following resources to learn more: - [@roadmap@Visit Dedicated Python Roadmap](https://roadmap.sh/python) - [@official@Python](https://www.python.org/) -- [@official@Python Documentation](https://www.python.org/doc/) +- [@official@Python Documentation](https://www.python.org/doc/) \ No newline at end of file diff --git a/roadmaps/game-developer/content/quaternion@zPs_LlDvkfxvvCrk5fXB2.md b/roadmaps/game-developer/content/quaternion@zPs_LlDvkfxvvCrk5fXB2.md index 959b892fb..24a8adcc7 100644 --- a/roadmaps/game-developer/content/quaternion@zPs_LlDvkfxvvCrk5fXB2.md +++ b/roadmaps/game-developer/content/quaternion@zPs_LlDvkfxvvCrk5fXB2.md @@ -6,4 +6,4 @@ Visit the following resources to learn more: - [@article@Understanding Quaternions](https://www.3dgep.com/understanding-quaternions/) - [@article@Unity docs - Quaternions](https://docs.unity3d.com/ScriptReference/Quaternion.html) -- [@video@Quaternions and 3d rotation,explained interactively](https://youtu.be/zjMuIxRvygQ?si=ANmFr5k8JMUzBCUC) +- [@video@Quaternions and 3d rotation,explained interactively](https://youtu.be/zjMuIxRvygQ?si=ANmFr5k8JMUzBCUC) \ No newline at end of file diff --git a/roadmaps/game-developer/content/rasterization@vYNj9nzu90e9xlrzHULnP.md b/roadmaps/game-developer/content/rasterization@vYNj9nzu90e9xlrzHULnP.md index dcb631dc9..9536e9663 100644 --- a/roadmaps/game-developer/content/rasterization@vYNj9nzu90e9xlrzHULnP.md +++ b/roadmaps/game-developer/content/rasterization@vYNj9nzu90e9xlrzHULnP.md @@ -4,4 +4,4 @@ In the realm of computer graphics, **Rasterization** refers to the process of co Visit the following resources to learn more: -- [@article@3D Rendering Rasterization](https://www.techspot.com/article/1888-how-to-3d-rendering-rasterization-ray-tracing/) +- [@article@3D Rendering Rasterization](https://www.techspot.com/article/1888-how-to-3d-rendering-rasterization-ray-tracing/) \ No newline at end of file diff --git a/roadmaps/game-developer/content/ray-tracing@JW5c_0JEtO-OiBoXUia6A.md b/roadmaps/game-developer/content/ray-tracing@JW5c_0JEtO-OiBoXUia6A.md index 97f46eafa..4b6129bb5 100644 --- a/roadmaps/game-developer/content/ray-tracing@JW5c_0JEtO-OiBoXUia6A.md +++ b/roadmaps/game-developer/content/ray-tracing@JW5c_0JEtO-OiBoXUia6A.md @@ -4,5 +4,5 @@ Ray tracing is a rendering technique in computer graphics that simulates the phy Visit the following resources to learn more: -- [@article@What is Ray Tracing?](https://www.pcmag.com/how-to/what-is-ray-tracing-and-what-it-means-for-pc-gaming) - [@official@Nvidia GeForce RTX](https://www.nvidia.com/en-us/geforce/rtx/) +- [@article@What is Ray Tracing?](https://www.pcmag.com/how-to/what-is-ray-tracing-and-what-it-means-for-pc-gaming) \ No newline at end of file diff --git a/roadmaps/game-developer/content/real-time-ray-tracing@_i7BXZq-iLxQc3QZRMees.md b/roadmaps/game-developer/content/real-time-ray-tracing@_i7BXZq-iLxQc3QZRMees.md index 967b850a4..36fae7ea9 100644 --- a/roadmaps/game-developer/content/real-time-ray-tracing@_i7BXZq-iLxQc3QZRMees.md +++ b/roadmaps/game-developer/content/real-time-ray-tracing@_i7BXZq-iLxQc3QZRMees.md @@ -4,5 +4,5 @@ Visit the following resources to learn more: -- [@article@What is Real-Time Ray Tracing?](https://www.unrealengine.com/en-US/explainers/ray-tracing/what-is-real-time-ray-tracing) - [@official@Nvidia RTX Real-Time Ray Tracing](https://blogs.nvidia.com/blog/rtx-real-time-ray-tracing/) +- [@article@What is Real-Time Ray Tracing?](https://www.unrealengine.com/en-US/explainers/ray-tracing/what-is-real-time-ray-tracing) \ No newline at end of file diff --git a/roadmaps/game-developer/content/reflection@eI2jym4AAz3ani-lreSKE.md b/roadmaps/game-developer/content/reflection@eI2jym4AAz3ani-lreSKE.md index 4018f4cba..279737b21 100644 --- a/roadmaps/game-developer/content/reflection@eI2jym4AAz3ani-lreSKE.md +++ b/roadmaps/game-developer/content/reflection@eI2jym4AAz3ani-lreSKE.md @@ -5,4 +5,4 @@ Reflection in game development, specifically in shaders, is a phenomena that sim Visit the following resources to learn more: - [@article@Rendering Perfect Reflections](https://developer.nvidia.com/blog/rendering-perfect-reflections-and-refractions-in-path-traced-games/) -- [@video@How Can We Use Reflection in Game Development?](https://www.youtube.com/watch?v=R1A86lZ8myQ) +- [@video@How Can We Use Reflection in Game Development?](https://www.youtube.com/watch?v=R1A86lZ8myQ) \ No newline at end of file diff --git a/roadmaps/game-developer/content/reinforcements-learning@rGEHTfdNeBAX3_XqC-vvI.md b/roadmaps/game-developer/content/reinforcements-learning@rGEHTfdNeBAX3_XqC-vvI.md index b7b35a81e..8ae34d786 100644 --- a/roadmaps/game-developer/content/reinforcements-learning@rGEHTfdNeBAX3_XqC-vvI.md +++ b/roadmaps/game-developer/content/reinforcements-learning@rGEHTfdNeBAX3_XqC-vvI.md @@ -5,4 +5,4 @@ Visit the following resources to learn more: - [@article@Rendering Perfect Reflections](https://developer.nvidia.com/blog/rendering-perfect-reflections-and-refractions-in-path-traced-games/) -- [@video@AI Learns to Walk (Deep Reinforcement Learning)](https://m.youtube.com/watch?v=L_4BPjLBF4E) +- [@video@AI Learns to Walk (Deep Reinforcement Learning)](https://m.youtube.com/watch?v=L_4BPjLBF4E) \ No newline at end of file diff --git a/roadmaps/game-developer/content/rendering-equation@WVgozaQPFbYthZLWMbNUg.md b/roadmaps/game-developer/content/rendering-equation@WVgozaQPFbYthZLWMbNUg.md index 3681b0845..e7d05eaad 100644 --- a/roadmaps/game-developer/content/rendering-equation@WVgozaQPFbYthZLWMbNUg.md +++ b/roadmaps/game-developer/content/rendering-equation@WVgozaQPFbYthZLWMbNUg.md @@ -5,4 +5,4 @@ The **Render Equation**, also known as the **Rendering Equation**, is a fundamen Visit the following resources to learn more: - [@article@Rendering Equation](https://en.wikipedia.org/wiki/Rendering_equation) -- [@video@Interactive Graphics 12 - The Rendering Equation](https://www.youtube.com/watch?v=wawf7Am6xy0) +- [@video@Interactive Graphics 12 - The Rendering Equation](https://www.youtube.com/watch?v=wawf7Am6xy0) \ No newline at end of file diff --git a/roadmaps/game-developer/content/restitution@egOcxFTQP7vPIGrxcieuk.md b/roadmaps/game-developer/content/restitution@egOcxFTQP7vPIGrxcieuk.md index f536ce7d9..49c2e0cc8 100644 --- a/roadmaps/game-developer/content/restitution@egOcxFTQP7vPIGrxcieuk.md +++ b/roadmaps/game-developer/content/restitution@egOcxFTQP7vPIGrxcieuk.md @@ -4,4 +4,4 @@ In game development, **Restitution** is a property closely related to the physic Visit the following resources to learn more: -- [@article@Restitution Property](https://gamedev.stackexchange.com/questions/49616/why-do-restitution-values-less-than-one-still-cause-infinite-bouncing-in-box2d) +- [@article@Restitution Property](https://gamedev.stackexchange.com/questions/49616/why-do-restitution-values-less-than-one-still-cause-infinite-bouncing-in-box2d) \ No newline at end of file diff --git a/roadmaps/game-developer/content/rust@ts9pWxUimvFqfNJYCmNNw.md b/roadmaps/game-developer/content/rust@ts9pWxUimvFqfNJYCmNNw.md index 49fde580f..878184ee2 100644 --- a/roadmaps/game-developer/content/rust@ts9pWxUimvFqfNJYCmNNw.md +++ b/roadmaps/game-developer/content/rust@ts9pWxUimvFqfNJYCmNNw.md @@ -6,4 +6,4 @@ Visit the following resources to learn more: - [@roadmap@Visit Dedicated Rust Roadmap](https://roadmap.sh/rust) - [@article@Building Games with Rust](https://rustmeup.com/building-games-with-rust) -- [@video@Learn Rust](https://youtu.be/BpPEoZW5IiY?si=lyBbBPLXQ0HWdJNr) +- [@video@Learn Rust](https://youtu.be/BpPEoZW5IiY?si=lyBbBPLXQ0HWdJNr) \ No newline at end of file diff --git a/roadmaps/game-developer/content/sampling@rmtxybcavWV6A53R4ZWgc.md b/roadmaps/game-developer/content/sampling@rmtxybcavWV6A53R4ZWgc.md index 4cd99afef..e3990ae3a 100644 --- a/roadmaps/game-developer/content/sampling@rmtxybcavWV6A53R4ZWgc.md +++ b/roadmaps/game-developer/content/sampling@rmtxybcavWV6A53R4ZWgc.md @@ -4,4 +4,4 @@ Visit the following resources to learn more: -- [@article@Textures and Sampling](https://cglearn.eu/pub/computer-graphics/textures-and-sampling) +- [@article@Textures and Sampling](https://cglearn.eu/pub/computer-graphics/textures-and-sampling) \ No newline at end of file diff --git a/roadmaps/game-developer/content/sat@kSMz7mZ243qMKtT_YD3AD.md b/roadmaps/game-developer/content/sat@kSMz7mZ243qMKtT_YD3AD.md index 85944317a..c5d8585a7 100644 --- a/roadmaps/game-developer/content/sat@kSMz7mZ243qMKtT_YD3AD.md +++ b/roadmaps/game-developer/content/sat@kSMz7mZ243qMKtT_YD3AD.md @@ -5,4 +5,4 @@ Visit the following resources to learn more: - [@article@Separating Axis Theorem](https://dyn4j.org/2010/01/sat/) -- [@article@Collision Detection Using the Separating Axis Theorem](https://code.tutsplus.com/collision-detection-using-the-separating-axis-theorem--gamedev-169t) +- [@article@Collision Detection Using the Separating Axis Theorem](https://code.tutsplus.com/collision-detection-using-the-separating-axis-theorem--gamedev-169t) \ No newline at end of file diff --git a/roadmaps/game-developer/content/shader@qIrePusMuvcUva9LMDmDx.md b/roadmaps/game-developer/content/shader@qIrePusMuvcUva9LMDmDx.md index 7c1eb1a8d..327378d35 100644 --- a/roadmaps/game-developer/content/shader@qIrePusMuvcUva9LMDmDx.md +++ b/roadmaps/game-developer/content/shader@qIrePusMuvcUva9LMDmDx.md @@ -5,4 +5,4 @@ Shaders are a type of software used in 3D computer graphics. They are utilized t Visit the following resources to learn more: - [@article@What Are Shaders in Video Games?](https://www.gamedesigning.org/learn/shaders/) -- [@article@A Beginner's Guide to Coding Graphics Shaders](https://gamedevelopment.tutsplus.com/a-beginners-guide-to-coding-graphics-shaders--cms-23313t) +- [@article@A Beginner's Guide to Coding Graphics Shaders](https://gamedevelopment.tutsplus.com/a-beginners-guide-to-coding-graphics-shaders--cms-23313t) \ No newline at end of file diff --git a/roadmaps/game-developer/content/shadow-map@ygtru6fqQ3gpFZRN_I8rP.md b/roadmaps/game-developer/content/shadow-map@ygtru6fqQ3gpFZRN_I8rP.md index ee1664212..c9dd9db77 100644 --- a/roadmaps/game-developer/content/shadow-map@ygtru6fqQ3gpFZRN_I8rP.md +++ b/roadmaps/game-developer/content/shadow-map@ygtru6fqQ3gpFZRN_I8rP.md @@ -5,4 +5,4 @@ Shadow mapping is a technique used in computer graphics to add shadows to a scen Visit the following resources to learn more: - [@article@Shadow Mapping Techniques](https://dev.to/hayyanstudio/shadow-mapping-techniques-implementing-shadows-in-3d-scenes-using-shadow-mapping-46hl/) -- [@article@A Beginner's Guide to Shadow Mapping](https://gamedev.net/blog/2080/entry-2261232-shadow-mapping-part-1-pcf-and-vsms/) +- [@article@A Beginner's Guide to Shadow Mapping](https://gamedev.net/blog/2080/entry-2261232-shadow-mapping-part-1-pcf-and-vsms/) \ No newline at end of file diff --git a/roadmaps/game-developer/content/shadow@lqfW8hkuN3vWtacrqBBtI.md b/roadmaps/game-developer/content/shadow@lqfW8hkuN3vWtacrqBBtI.md index c833a0b78..4a7afe5b9 100644 --- a/roadmaps/game-developer/content/shadow@lqfW8hkuN3vWtacrqBBtI.md +++ b/roadmaps/game-developer/content/shadow@lqfW8hkuN3vWtacrqBBtI.md @@ -6,4 +6,4 @@ Visit the following resources to learn more: - [@article@Shadow Mapping Techniques](https://dev.to/hayyanstudio/shadow-mapping-techniques-implementing-shadows-in-3d-scenes-using-shadow-mapping-46hl) - [@article@Real Time Shadow Casting using Shadow Volumes](https://www.gamedeveloper.com/business/real-time-shadow-casting-using-shadow-volumes) -- [@video@Programming and Explaining Shadows](https://www.youtube.com/watch?v=RJr14qUt624L) +- [@video@Programming and Explaining Shadows](https://www.youtube.com/watch?v=RJr14qUt624L) \ No newline at end of file diff --git a/roadmaps/game-developer/content/sort--sweep@STdvFYM9V0a36IkPXjvrB.md b/roadmaps/game-developer/content/sort--sweep@STdvFYM9V0a36IkPXjvrB.md index 6d1755ad0..e3c5126a8 100644 --- a/roadmaps/game-developer/content/sort--sweep@STdvFYM9V0a36IkPXjvrB.md +++ b/roadmaps/game-developer/content/sort--sweep@STdvFYM9V0a36IkPXjvrB.md @@ -5,4 +5,4 @@ Visit the following resources to learn more: - [@article@Sort, Sweep and Prune](https://leanrada.com/notes/sweep-and-prune/) -- [@article@Collision Detection Algorithm](https://notes.billmill.org/visualization/interactive_explainers/sort__sweep_and_prune_-_collision_detection_algorithms.html) +- [@article@Collision Detection Algorithm](https://notes.billmill.org/visualization/interactive_explainers/sort__sweep_and_prune_-_collision_detection_algorithms.html) \ No newline at end of file diff --git a/roadmaps/game-developer/content/spatial-partitioning@9Fk3XSINBr2NNdbMtwsIK.md b/roadmaps/game-developer/content/spatial-partitioning@9Fk3XSINBr2NNdbMtwsIK.md index 3fb627799..ec8f30c14 100644 --- a/roadmaps/game-developer/content/spatial-partitioning@9Fk3XSINBr2NNdbMtwsIK.md +++ b/roadmaps/game-developer/content/spatial-partitioning@9Fk3XSINBr2NNdbMtwsIK.md @@ -5,4 +5,4 @@ Visit the following resources to learn more: - [@article@Spatial Partitioning](https://en.wikipedia.org/wiki/Space_partitioning) -- [@article@Spatial Partitioning in Game Programming](https://gameprogrammingpatterns.com/spatial-partition.html) +- [@article@Spatial Partitioning in Game Programming](https://gameprogrammingpatterns.com/spatial-partition.html) \ No newline at end of file diff --git a/roadmaps/game-developer/content/specular@odfZWKtPbb-lC35oeTCNV.md b/roadmaps/game-developer/content/specular@odfZWKtPbb-lC35oeTCNV.md index a48c7ff7c..80040328b 100644 --- a/roadmaps/game-developer/content/specular@odfZWKtPbb-lC35oeTCNV.md +++ b/roadmaps/game-developer/content/specular@odfZWKtPbb-lC35oeTCNV.md @@ -1,9 +1,9 @@ -# Specular - -`Specular` reflections are mirror-like reflections. In these cases, the rays of light are reflected, more than they are absorbed. The angle of incidence is equal to the angle of reflection, that is to say that the angle at which the light enters the medium and then bounces off, the angle of the beam that bounced off would be the same. - -Visit the following resources to learn more: - -- [@article@Specular Reflections - Wiki](https://en.wikipedia.org/wiki/Specular_reflection) -- [@article@Specular Reflection - Regular Reflection, Mirrors, Diffuse Reflection](https://www.rp-photonics.com/specular_reflection.html) --[@video@Specular Reflection](https://www.youtube.com/watch?v=2cFvJkc4pQk) +# Specular + +`Specular` reflections are mirror-like reflections. In these cases, the rays of light are reflected, more than they are absorbed. The angle of incidence is equal to the angle of reflection, that is to say that the angle at which the light enters the medium and then bounces off, the angle of the beam that bounced off would be the same. + +Visit the following resources to learn more: + +- [@article@Specular Reflections - Wiki](https://en.wikipedia.org/wiki/Specular_reflection) +- [@article@Specular Reflection - Regular Reflection, Mirrors, Diffuse Reflection](https://www.rp-photonics.com/specular_reflection.html) +- [@video@Specular Reflection](https://www.youtube.com/watch?v=2cFvJkc4pQk) \ No newline at end of file diff --git a/roadmaps/game-developer/content/spir-v@DvV32n3NoXNEej8Fsqqs2.md b/roadmaps/game-developer/content/spir-v@DvV32n3NoXNEej8Fsqqs2.md index 648c3d29e..5c348eb09 100644 --- a/roadmaps/game-developer/content/spir-v@DvV32n3NoXNEej8Fsqqs2.md +++ b/roadmaps/game-developer/content/spir-v@DvV32n3NoXNEej8Fsqqs2.md @@ -5,4 +5,4 @@ Visit the following resources to learn more: - [@official@SPIR Overview - The Khronos Group Inc](https://www.khronos.org/spir/) -- [@official@SPIR-V - OpenGL Wiki - The Khronos Group](https://www.khronos.org/opengl/wiki/SPIR-V) +- [@official@SPIR-V - OpenGL Wiki - The Khronos Group](https://www.khronos.org/opengl/wiki/SPIR-V) \ No newline at end of file diff --git a/roadmaps/game-developer/content/spline@nTiHZXRh2j3_FsBotmlGf.md b/roadmaps/game-developer/content/spline@nTiHZXRh2j3_FsBotmlGf.md index 7d4150256..5b2ce7cca 100644 --- a/roadmaps/game-developer/content/spline@nTiHZXRh2j3_FsBotmlGf.md +++ b/roadmaps/game-developer/content/spline@nTiHZXRh2j3_FsBotmlGf.md @@ -5,4 +5,4 @@ Visit the following resources to learn more: - [@article@Spline in Mathematics](https://en.wikipedia.org/wiki/Spline_(mathematics)) -- [@Video@In-depth video about Splines by Freya Holmér](https://youtu.be/jvPPXbo87ds?si=JX_G-gS81tOwQwjf) +- [@article@@Video@In-depth video about Splines by Freya Holmér](https://youtu.be/jvPPXbo87ds?si=JX_G-gS81tOwQwjf) \ No newline at end of file diff --git a/roadmaps/game-developer/content/spot@FetbhcK1RDt4izZ6NEUEP.md b/roadmaps/game-developer/content/spot@FetbhcK1RDt4izZ6NEUEP.md index a65c1b45d..a901e7e4f 100644 --- a/roadmaps/game-developer/content/spot@FetbhcK1RDt4izZ6NEUEP.md +++ b/roadmaps/game-developer/content/spot@FetbhcK1RDt4izZ6NEUEP.md @@ -4,4 +4,4 @@ Spotlights are a common type of light in computer graphics and games that mimic Visit the following resources to learn more: -- [@article@Computer Graphics Lighting](https://en.wikipedia.org/wiki/Computer_graphics_lighting) +- [@article@Computer Graphics Lighting](https://en.wikipedia.org/wiki/Computer_graphics_lighting) \ No newline at end of file diff --git a/roadmaps/game-developer/content/state-machine@aJa_2xkZuSjQ5bt6Kj5oe.md b/roadmaps/game-developer/content/state-machine@aJa_2xkZuSjQ5bt6Kj5oe.md index df56d5973..4e697bd02 100644 --- a/roadmaps/game-developer/content/state-machine@aJa_2xkZuSjQ5bt6Kj5oe.md +++ b/roadmaps/game-developer/content/state-machine@aJa_2xkZuSjQ5bt6Kj5oe.md @@ -4,4 +4,4 @@ A **State Machine** is a conceptual model that is frequently used in game develo Visit the following resources to learn more: -- [@article@State Machines in Games](https://gamedev.net/tutorials/_/technical/game-programming/state-machines-in-games-r2982/) +- [@article@State Machines in Games](https://gamedev.net/tutorials/_/technical/game-programming/state-machines-in-games-r2982/) \ No newline at end of file diff --git a/roadmaps/game-developer/content/stencil-shadow@AEAVc8Ih4fctSGGVJG0Np.md b/roadmaps/game-developer/content/stencil-shadow@AEAVc8Ih4fctSGGVJG0Np.md index d5a7a95fc..f792d340a 100644 --- a/roadmaps/game-developer/content/stencil-shadow@AEAVc8Ih4fctSGGVJG0Np.md +++ b/roadmaps/game-developer/content/stencil-shadow@AEAVc8Ih4fctSGGVJG0Np.md @@ -4,4 +4,4 @@ Visit the following resources to learn more: -- [@article@Stencil Shadows Implementation](https://devforum.roblox.com/t/stencil-shadows-implementation/2079287) +- [@article@Stencil Shadows Implementation](https://devforum.roblox.com/t/stencil-shadows-implementation/2079287) \ No newline at end of file diff --git a/roadmaps/game-developer/content/texture@iBZ1JsEWI0xuLgUvfWfl-.md b/roadmaps/game-developer/content/texture@iBZ1JsEWI0xuLgUvfWfl-.md index 8cebe33c8..4f49a345a 100644 --- a/roadmaps/game-developer/content/texture@iBZ1JsEWI0xuLgUvfWfl-.md +++ b/roadmaps/game-developer/content/texture@iBZ1JsEWI0xuLgUvfWfl-.md @@ -1,9 +1,9 @@ -# Texture - -`Texture` is the visual quality of an object. Where the `mesh` determines the shape or `topology` of an object, the texture describes the quality of said object. For instance, if there is a spherical mesh, is it supposed to be shiny? is it supposed to be rough? is it supposed to be of rock or of wood? questions of this ilk are often resolved using textures. Textures are often just 2D images that are wrapped onto 3D meshes. The 3D mesh is first divided into segments and unfurled; the 3D meshes are converted into 2D chunks, this process is known as `UV Unwrapping`. Once a mesh has been unwrapped, the textures in the form of an image are applied to the 2D chunks of the 3D mesh, this way the texture knows how to properly wrap around the mesh and avoid any conflicts. Textures determine the visual feel and aesthetics of the game. - -Visit the following resources to learn more: - -- [@article@Textures and Materials](https://gamedevinsider.com/making-games/game-artist/texturing-and-materials/) -- [@video@How Nintendo Textures Work](https://www.youtube.com/watch?v=WrCMzHngLxI) -- [@video@How Pixar Textures work](https://www.youtube.com/watch?v=o_I6jxlN-Ck) +# Texture + +`Texture` is the visual quality of an object. Where the `mesh` determines the shape or `topology` of an object, the texture describes the quality of said object. For instance, if there is a spherical mesh, is it supposed to be shiny? is it supposed to be rough? is it supposed to be of rock or of wood? questions of this ilk are often resolved using textures. Textures are often just 2D images that are wrapped onto 3D meshes. The 3D mesh is first divided into segments and unfurled; the 3D meshes are converted into 2D chunks, this process is known as `UV Unwrapping`. Once a mesh has been unwrapped, the textures in the form of an image are applied to the 2D chunks of the 3D mesh, this way the texture knows how to properly wrap around the mesh and avoid any conflicts. Textures determine the visual feel and aesthetics of the game. + +Visit the following resources to learn more: + +- [@article@Textures and Materials](https://gamedevinsider.com/making-games/game-artist/texturing-and-materials/) +- [@video@How Nintendo Textures Work](https://www.youtube.com/watch?v=WrCMzHngLxI) +- [@video@How Pixar Textures work](https://www.youtube.com/watch?v=o_I6jxlN-Ck) \ No newline at end of file diff --git a/roadmaps/game-developer/content/tone-reproduction@RgC9TOc0wbr2QSuvrpIDV.md b/roadmaps/game-developer/content/tone-reproduction@RgC9TOc0wbr2QSuvrpIDV.md index c77ce76c2..9c2b7812a 100644 --- a/roadmaps/game-developer/content/tone-reproduction@RgC9TOc0wbr2QSuvrpIDV.md +++ b/roadmaps/game-developer/content/tone-reproduction@RgC9TOc0wbr2QSuvrpIDV.md @@ -5,4 +5,4 @@ Visit the following resources to learn more: - [@article@Tone Mapping](https://graphics-programming.org/resources/tonemapping/index.html) -- [@article@Sound Design for Video Games](https://www.gamedeveloper.com/audio/sound-design-for-video-games-a-primer) +- [@article@Sound Design for Video Games](https://www.gamedeveloper.com/audio/sound-design-for-video-games-a-primer) \ No newline at end of file diff --git a/roadmaps/game-developer/content/translucency--transparency@PuhXaRZ-Ql5PCqzMyz3en.md b/roadmaps/game-developer/content/translucency--transparency@PuhXaRZ-Ql5PCqzMyz3en.md index 3c00f4601..2c2b2b0ca 100644 --- a/roadmaps/game-developer/content/translucency--transparency@PuhXaRZ-Ql5PCqzMyz3en.md +++ b/roadmaps/game-developer/content/translucency--transparency@PuhXaRZ-Ql5PCqzMyz3en.md @@ -4,4 +4,4 @@ In the realm of physically-based rendering, **translucency** and **transparency* Visit the following resources to learn more: -- [@article@Learn OpenGL - Blending](https://learnopengl.com/Advanced-OpenGL/Blending) +- [@article@Learn OpenGL - Blending](https://learnopengl.com/Advanced-OpenGL/Blending) \ No newline at end of file diff --git a/roadmaps/game-developer/content/unity-3d@rNeOti8DDyWTMP9FB9kJ_.md b/roadmaps/game-developer/content/unity-3d@rNeOti8DDyWTMP9FB9kJ_.md index cbfdfa854..02280f8fb 100644 --- a/roadmaps/game-developer/content/unity-3d@rNeOti8DDyWTMP9FB9kJ_.md +++ b/roadmaps/game-developer/content/unity-3d@rNeOti8DDyWTMP9FB9kJ_.md @@ -7,4 +7,4 @@ Visit the following resources to learn more: - [@official@Unity](https://unity.com/) - [@official@Unity Engine for Video Games](https://unity.com/products/unity-engine) - [@official@Creating a 3D Game](https://docs.unity3d.com/2021.2/Documentation/Manual/Quickstart3DCreate.html) -- [@video@Unity in 100 Seconds](https://www.youtube.com/watch?v=iqlH4okiQqg) +- [@video@Unity in 100 Seconds](https://www.youtube.com/watch?v=iqlH4okiQqg) \ No newline at end of file diff --git a/roadmaps/game-developer/content/unreal-engine@a6H-cZtp3A_fB8jnfMxBR.md b/roadmaps/game-developer/content/unreal-engine@a6H-cZtp3A_fB8jnfMxBR.md index 4be297221..4821f8a43 100644 --- a/roadmaps/game-developer/content/unreal-engine@a6H-cZtp3A_fB8jnfMxBR.md +++ b/roadmaps/game-developer/content/unreal-engine@a6H-cZtp3A_fB8jnfMxBR.md @@ -7,4 +7,4 @@ Visit the following resources to learn more: - [@official@Unreal Engine Documentation](https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5-4-documentation) - [@official@Unreal Engine YouTube Channel](https://m.youtube.com/channel/UCBobmJyzsJ6Ll7UbfhI4iwQ) - [@video@Unreal in 100 Seconds](https://www.youtube.com/watch?v=DXDe-2BC4cE) -- [@feed@Unreal Source Discord](https://discord.gg/unrealsource) +- [@feed@Unreal Source Discord](https://discord.gg/unrealsource) \ No newline at end of file diff --git a/roadmaps/game-developer/content/vector@yLEyh5XJ3sl8eHD-PoSvJ.md b/roadmaps/game-developer/content/vector@yLEyh5XJ3sl8eHD-PoSvJ.md index c1ba25e27..deac6ec81 100644 --- a/roadmaps/game-developer/content/vector@yLEyh5XJ3sl8eHD-PoSvJ.md +++ b/roadmaps/game-developer/content/vector@yLEyh5XJ3sl8eHD-PoSvJ.md @@ -5,4 +5,4 @@ Visit the following resources to learn more: - [@article@Practical Introduction to Vectors for Game Development](https://dev.to/marcbeaujean/practical-introduction-to-vectors-for-game-development-532f) -- [@video@Introduction to Vectors (By Sebastian Lague)](https://youtu.be/m7VY1T6f8Ak?feature=shared) +- [@video@Introduction to Vectors (By Sebastian Lague)](https://youtu.be/m7VY1T6f8Ak?feature=shared) \ No newline at end of file diff --git a/roadmaps/game-developer/content/visibility-and-occlusion@OcxesFnB5wO6VXrHYnhz-.md b/roadmaps/game-developer/content/visibility-and-occlusion@OcxesFnB5wO6VXrHYnhz-.md index 3ae9d5715..9b35be394 100644 --- a/roadmaps/game-developer/content/visibility-and-occlusion@OcxesFnB5wO6VXrHYnhz-.md +++ b/roadmaps/game-developer/content/visibility-and-occlusion@OcxesFnB5wO6VXrHYnhz-.md @@ -5,4 +5,4 @@ Visit the following resources to learn more: - [@article@Introduction to Occlusion Culling](https://medium.com/@Umbra3D/introduction-to-occlusion-culling-3d6cfb195c79) -- [@article@Visibility in Computer Graphics](https://ima.udg.edu/~sellares/ComGeo/VisComGra.pdf) +- [@article@Visibility in Computer Graphics](https://ima.udg.edu/~sellares/ComGeo/VisComGra.pdf) \ No newline at end of file diff --git a/roadmaps/game-developer/content/visual-perception@1S1qPogijW2SQCiF7KLZe.md b/roadmaps/game-developer/content/visual-perception@1S1qPogijW2SQCiF7KLZe.md index d0dbb0c94..39dcbc56d 100644 --- a/roadmaps/game-developer/content/visual-perception@1S1qPogijW2SQCiF7KLZe.md +++ b/roadmaps/game-developer/content/visual-perception@1S1qPogijW2SQCiF7KLZe.md @@ -5,4 +5,4 @@ Visual Perception is a fundamental aspect of game development, widely explored w Visit the following resources to learn more: - [@article@Visual Psychology and Perception](https://www.gamedeveloper.com/design/it-s-all-in-your-mind-visual-psychology-and-perception-in-game-design) -- [@article@Expanding the Video Game Concept](https://link.springer.com/chapter/10.1007/978-3-030-45545-3_7) +- [@article@Expanding the Video Game Concept](https://link.springer.com/chapter/10.1007/978-3-030-45545-3_7) \ No newline at end of file diff --git a/roadmaps/game-developer/content/vulkan-ray-tracing@tDGnV8dGIFr_diz4HcEjr.md b/roadmaps/game-developer/content/vulkan-ray-tracing@tDGnV8dGIFr_diz4HcEjr.md index 7f7f5fb98..8e1c2d1d0 100644 --- a/roadmaps/game-developer/content/vulkan-ray-tracing@tDGnV8dGIFr_diz4HcEjr.md +++ b/roadmaps/game-developer/content/vulkan-ray-tracing@tDGnV8dGIFr_diz4HcEjr.md @@ -4,5 +4,5 @@ Visit the following resources to learn more: -- [@article@NVIDIA Vulkan Ray Tracing Tutorial](https://developer.nvidia.com/rtx/raytracing/vkray) - [@official@Ray Tracing with Vulkan](https://docs.vulkan.org/guide/latest/extensions/ray_tracing.html) +- [@article@NVIDIA Vulkan Ray Tracing Tutorial](https://developer.nvidia.com/rtx/raytracing/vkray) \ No newline at end of file diff --git a/roadmaps/game-developer/content/vulkan@yPfhJSTFS7a72UcqF1ROK.md b/roadmaps/game-developer/content/vulkan@yPfhJSTFS7a72UcqF1ROK.md index df4aeed70..43c0b28c7 100644 --- a/roadmaps/game-developer/content/vulkan@yPfhJSTFS7a72UcqF1ROK.md +++ b/roadmaps/game-developer/content/vulkan@yPfhJSTFS7a72UcqF1ROK.md @@ -6,4 +6,4 @@ Visit the following resources to learn more: - [@official@Vulkan](https://www.vulkan.org/) - [@official@What is Vulkan?](https://docs.vulkan.org/guide/latest/what_is_vulkan.html) -- [@article@Vulkan Driver Support](https://developer.nvidia.com/vulkan-driver) +- [@article@Vulkan Driver Support](https://developer.nvidia.com/vulkan-driver) \ No newline at end of file diff --git a/roadmaps/game-developer/content/webgl@CeydBMwckqKll-2AgOlyd.md b/roadmaps/game-developer/content/webgl@CeydBMwckqKll-2AgOlyd.md index 5c0b90654..6686eb118 100644 --- a/roadmaps/game-developer/content/webgl@CeydBMwckqKll-2AgOlyd.md +++ b/roadmaps/game-developer/content/webgl@CeydBMwckqKll-2AgOlyd.md @@ -5,4 +5,4 @@ Visit the following resources to learn more: - [@article@WebGL](https://en.wikipedia.org/wiki/WebGL) -- [@article@Getting Started with WebGL](https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial/Getting_started_with_WebGL) +- [@article@Getting Started with WebGL](https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial/Getting_started_with_WebGL) \ No newline at end of file