Cascaded Parallax Occlusion Mapping:
The eternal argument between programmer and artist has always been aesthetics vs. performance. Finding a balance between the two is the key to making nice looking game.
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Artificial Life:
In terms of animation representing realistic movements and behaviors has always been difficult. While from a programmatic perspective we could directly manipulate each joint into the desired movement it becomes hard to make it look fluid and organic.
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Fast Data-type Comparison:
In a game where physics calculations is important, it is impertinent to have a streamlined physics and collisions system. In a collisions system fast data comparison algorithms are quintessential; often you may find that you want to record the type of an object.
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