Graphics
- Triangulation
- poly2tri
- tess2
- cdt2d
- [Efficient_Polygon_Triangulation](// http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml)
- lib
- demo
- article
- http://antigrain.com/research/adaptive_bezier/
- http://antigrain.com/research/bezier_interpolation/index.html#PAGE_BEZIER_INTERPOLATION
- https://css-tricks.com/rendering-svg-paths-in-webgl/
- http://mattdesl.svbtle.com/drawing-lines-is-hard
- http://blog.abandonedwig.info/blog/2013/02/24/edge-distance-anti-aliasing.html
- http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter22.html
- https://www.mapbox.com/blog/drawing-antialiased-lines/
- http://perfectionkills.com/exploring-canvas-drawing-techniques/
- https://forum.libcinder.org/topic/smooth-thick-lines-using-geometry-shader
- bezier
- issues
Bezier
- https://pomax.github.io/bezierinfo/
- https://github.com/Pomax/bezierjs
- http://steve.hollasch.net/cgindex/curves/cbezarclen.html
Open Source Game
- html5
Platformer
- http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/
- http://www.wildbunny.co.uk/blog/2011/12/14/how-to-make-a-2d-platform-game-part-2-collision-detection/
- http://codepen.io/desandro/pen/MYxVVa?editors=0010
- http://codepen.io/dissimulate/pen/CqIxk
gl
- tool
v8
- article
- https://mrale.ph/blog/2012/06/03/explaining-js-vms-in-js-inline-caches.html
- https://github.com/thlorenz/v8-perf/blob/master/data-types.md#assigning-properties-inside-constructor-call
- https://v8project.blogspot.jp/2017/08/fast-properties.html
- https://gist.github.com/kevincennis/0cd2138c78a07412ef21
- https://github.com/xitu/gold-miner/blob/master/TODO/tracing-patterns-hinder-performance.md
- https://github.com/bluezhan/v8
- https://zhuanlan.zhihu.com/p/28590489
- http://newhtml.net/v8-object-representation/
- https://juejin.im/post/5959edfc5188250d83241399
- https://zhuanlan.zhihu.com/p/24982678
- https://zhuanlan.zhihu.com/p/25069272
Display
Rendering
- dFdx/dFdy
- gpu
- Glow, Bloom, Blur
- article
- http://web.archive.org/web/20121218213317/http://devmaster.net/posts/3100/shader-effects-glow-and-bloom#
- https://github.com/mattdesl/lwjgl-basics/wiki/ShaderLesson5
- http://blog.ivank.net/fastest-gaussian-blur.html
- http://http.developer.nvidia.com/GPUGems3/gpugems3_ch40.html
- http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
- https://github.com/mapbox/mapbox-gl-native/pull/192/files#diff-f39e877f6ac11c74e9631e20cc66edd0R1
- demo
- lib
- article
- blend
- shadow
- https://learnopengl.com/Advanced-Lighting/Shadows/Shadow-Mapping
- https://software.intel.com/en-us/articles/comparing-shadow-mapping-techniques-with-shadow-explorer
- http://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/
- http://www.klayge.org/2013/10/07/%E5%88%87%E6%8D%A2%E5%88%B0esm/
- https://zhuanlan.zhihu.com/p/26853641
- text
- Signed distance fields (SDFs)
- anti aliasing
- pbr
- depth buffer
- noise
- subsurface
- volumetric fog
- https://www.gdcvault.com/play/1023519/Fast-Flexible-Physically-Based-Volumetric
- https://developer.nvidia.com/volumetriclighting
- http://advances.realtimerendering.com/s2014/wronski/bwronski_volumetric_fog_siggraph2014.pdf
- https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite
- https://simoncoenen.com/blog/programming/graphics/SpotlightCulling
Octree
- https://geidav.wordpress.com/2014/07/18/advanced-octrees-1-preliminaries-insertion-strategies-and-max-tree-depth/
- https://github.com/vanruesc/sparse-octree
Physics
- network
- https://gafferongames.com/categories/networked-physics/
- https://gafferongames.com/post/floating_point_determinism/
- http://gad.qq.com/program/translateview/7164497
- https://github.com/SnpM/LockstepFramework
- https://gameinstitute.qq.com/community/detail/100116
- http://clintonbrennan.com/2014/01/simple-2d-deterministic-physics-simulation/
- http://clintonbrennan.com/2013/12/lockstep-implementation-in-unity3d/
- 2d
- article
- ccd http://www.gdcvault.com/play/1018239/Physics-for-Game-Programmers-Continuous
- Super Character Controller https://roystanross.wordpress.com/downloads/
- Go-With-the-Flow-Fluid http://www.gdcvault.com/play/1012447/Go-With-the-Flow-Fluid
- broad phase
- collition
- vehicle
Games
- inspired
- https://demos.littleworkshop.fr/infinitown
- bruno-simon.com
Environment
- Stylized
- foliage
Editor
- Visual Scripting
Animation
- 3D Skeleton
Resources
- skybox
- models
Lessions
Color