A while ago I worked on a small experimental project to try and figure out how the Minecraft game rendered such a complex world without having any major frame-rate hit. Most end-users might think it’s a simple world to render: … Continue reading
I’ve dug up some of my old Mag3 Lite code. It’s basically a scene manager for OpenGL. Some of the features are very similar to Microsoft’s XNA “Renderable” class design, but I made sure to make it as optimal (since … Continue reading
A while back, right when I was starting to learn how to program, I found a little CAD (Computer Aided Design – basically 3D modeling) application for my programable graphing calculator (a TI-89). The application was horribly slow – it … Continue reading